Sets the entity physics mode.
If you don't want an entity to use any physics at all, set the mass to 0 with Entity::SetMass().
When an entity uses character physics, the physics will control the object's rotation, and calls to Entity::SetRotation() and similar functions will have no effect.
--Create a window
window = Window:Create()
context = Context:Create(window)
world = World:Create()
local camera = Camera:Create()
camera:SetRotation(35,0,0)
camera:Move(0,0,-5)
local light = DirectionalLight:Create()
light:SetRotation(35,35,0)
--Create the ground
local ground = Model:Box(10,1,10)
ground:SetPosition(0,0,-0.5)
ground:SetColor(0.0,1.0,0.0)
--Create a shape
local shape = Shape:Box(0,0,0, 0,0,0, 10,1,10)
ground:SetShape(shape)
shape:Release()
--Create a model
entity = Model:Box()
entity:SetColor(0.0,0.0,1.0)
entity:SetPosition(0,3,0)
entity:SetMass(1)
--Create a shape
shape = Shape:Box()
entity:SetShape(shape)
shape:Release()
while true do
if window:Closed() or window:KeyHit(Key.Escape) then return false end
Time:Update()
world:Update()
world:Render()
context:SetBlendMode(Blend.Alpha)
context:DrawText("Mass: "..entity:GetMass(),2,2)
context:Sync()
end