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# BodyFracture Class

This class is used to simulate destructable fracture bodies. There are three patterns of the fracturing:

New surfces that are created when fracturing occurs are assigned their own material and properties.
Notice
Fracture body can be used with meshes in form of a simple primitive: boxes, spheres, capsules, cylinders, etc. Complex meshes cannot be fractured procedurally.

Fracture body is, per se, a rigid body and moves according to the rigid bodies dynamics.

## BodyFracture Class

This class inherits from Body

## BodyFracture ()

Constructor. Creates a fracture body with default properties.

## BodyFracture (Object object)

Constructor. Creates a fracture body with default properties for a given object.

### Arguments

• Object object - Object represented with the new fracture body.

## void addForce (vec3 radius, vec3 force)

Applies a force to the given point of the body, that is specified in local coordinates. Integrated forces are applied after calling the update.

### Arguments

• vec3 radius - Radius vector starting in the body's center of mass in local coordinates. Its end is the point of force application.
• vec3 force - Amount of force to apply.

## void addForce (vec3 force)

Applies a force to the body's center of mass. Integrated forces are applied after calling the update.

### Arguments

• vec3 force - Amount of force to apply.

## void addImpulse (vec3 radius, vec3 impulse)

Applies an impulse to the given point of the body, that is specified in local coordinates. Impulses immediately affect the body velocity.

### Arguments

• vec3 radius - Radius vector starting in the body's center of mass in local coordinates. Its end is the point of impulse application.
• vec3 impulse - Amount of impulse to apply.

## void addTorque (vec3 radius, vec3 torque)

Applies a torque to the given point of the body, that is specified in local coordinates.

### Arguments

• vec3 radius - Radius vector starting in the body's center of mass in local coordinates. Its end is the point of torque application.
• vec3 torque - Amount of torque to apply.

## void addTorque (vec3 torque)

Applies a torque to the body's center of mass.

### Arguments

• vec3 torque - Amount of torque to apply.

## void addWorldForce (vec3 point, vec3 force)

Applies a force to the given point of the body, that is specified in world coordinates. Integrated forces are applied after calling the update.

### Arguments

• vec3 point - Point of the body in world coordinates.
• vec3 force - Amount of force to apply.

## void addWorldImpulse (vec3 point, vec3 impulse)

Applies an impulse to the given point of the body, that is specified in world coordinates. Impulses immediately affect the body velocity.

### Arguments

• vec3 point - Point of the body in world coordinates.
• vec3 impulse - Amount of impulse to apply.

## void addWorldTorque (vec3 point, vec3 torque)

Applies a torque to the given point of the body, that is specified in world coordinates.

### Arguments

• vec3 point - Point of the body in world coordinates.
• vec3 torque - Amount of torque to apply.

## int createCrackPieces (vec3 point, vec3 normal, int num_cuts, int num_rings, float step)

Breakes the object into radial cracks combined with concentric splits. If the first concentric split is rendered further than the specified step distance, decrease the volume threshold value.

### Arguments

• vec3 point - Point of contact.
• vec3 normal - Normal of the contact point.
• int num_cuts - Number of radial cuts that are represented as rays coming from the center of contact point.
• int num_rings - Number of rings that form concentric splits. The number of rings that is will be actually rendered depends on the step value.
• float step - Distance between concentric splits.

### Return value

Positive number if the object was successfully broken; otherwise, 0.

## int createShatterPieces (int num_pieces)

Breaks the object into arbitrary shattered pieces.

### Arguments

• int num_pieces - The number of shattered pieces.

### Return value

Positive number if the object was successfully broken; otherwise, 0.

## int createSlicePieces (vec3 point, vec3 normal)

Breaks the object into two slices, slitting the body according to the normal of the specified point.

### Arguments

• vec3 point - Point of contact.
• vec3 normal - Normal of the contact point.

### Return value

Positive number if the object was successfully broken; otherwise, 0.

## float getAngularDamping ()

Returns the current damping of the body angular velocity.

### Return value

Angular damping value.

## BodyRigid getBodyRigid ()

Returns an internal body rigid body that represents fracture body until it is broken.

### Return value

Internal body rigid.

## int getCollisionMask ()

Returns the collision bit mask for the body. Two objects collide, if they both have matching masks. See also details on additional collision exclusion mask.

### Return value

Integer, each bit of which is a mask.

## float getDensity ()

Returns the current density of the body.

### Return value

Density of the body.

## float getError ()

Returns the current approximation error permissible by creating convex shape for the mesh.

### Return value

Approximation error.

## int getExclusionMask ()

Returns the bit mask that prevents collisions of the body with other ones. This mask is independent of the collision mask. For bodies with matching collision masks not to collide, at least one bit of their exclusion mask should match.

### Return value

Integer, each bit of which is a mask.

## float getFriction ()

Returns the current friction of the body against other surfaces.

Friction value.

## float getFrozenAngularVelocity ()

Returns the current angular velocity threshold for freezing body simulation. If body angular velocity remains lower than this threshold during the number of Frozen frames (together with linear one), it stops to be updated.

### Return value

"Freeze" angular velocity.

## float getFrozenLinearVelocity ()

Returns the current linear velocity threshold for freezing body simulation. If body linear velocity remains lower than this threshold during the number of Frozen frames (together with angular one), it stops to be updated.

### Return value

"Freeze" linear velocity.

## int getIntersectionMask ()

Returns the intersection bit mask for the body.

### Return value

Integer, each bit of which is a mask.

## float getLinearDamping ()

Returns the current damping of the body linear velocity.

### Return value

Linear damping value.

## float getMass ()

Returns the current mass of the body.

### Return value

Mass of the body.

## string getMaterialName ()

Returns the material for fractured verge surfaces appearing after breaking the body.

### Return value

Material name for the fractured verges.

## float getMaxAngularVelocity ()

Returns the current maximum possible angular velocity for the body. If the value is lower than the engine.physics.setMaxAngularVelocity one, it is overridden.

### Return value

Maximum possible angular velocity.

## float getMaxLinearVelocity ()

Returns the current maximum possible linear velocity for the body. If the value is lower than the engine.physics.setMaxLinearVelocity one, it is overridden.

### Return value

Maximum possible linear velocity.

## string getPropertyName ()

Returns the property for fractured verge surfaces appearing after breaking the body.

### Return value

Property name for the fractured verges.

## float getRestitution ()

Returns the current restitution that determines body bouncing off the surfaces.

### Return value

Restitution value.

## float getThreshold ()

Returns the current minimum volume threshold for breaking. If the piece volume is less than the threshold value, it cannot be fractured further.

### Return value

Volume threshold.

## vec3 getVelocity (vec3 radius)

Returns the total linear velocity in the point specified in local coordinates.

### Arguments

• vec3 radius - Radius vector starting in the body's center of mass.

### Return value

Total linear velocity in the given point.

## vec3 getWorldVelocity (vec3 point)

Returns the total linear velocity in the point specified in world coordinates.

### Arguments

• vec3 point - Point of the body in world coordinates.

### Return value

Total linear velocity in the given point.

## int isBroken ()

Returns a value indicating if the object is broken or remains its solid state.

### Return value

Positive number if the object is already broken; 0 if it is still solid.

## void setAngularDamping (float damping)

Sets the damping of the body angular velocity.

### Arguments

• float damping - Angular damping value.

## void setBroken (int broken)

Sets a value indicating if the object is broken or remains its solid state. The default is 0.

### Arguments

• int broken - Positive number to indicate the object as broken; 0 for it to remain solid.

## void setCollisionMask (int mask)

Sets a collision bit mask for the body. Two objects collide, if they both have matching masks. See also details on additional collision exclusion mask.

### Arguments

• int mask - Integer, each bit of which is a mask.

## void setDensity (float density)

Sets density of a body. Changing the density influences the mass, that is computed by multiplying body volume by density.

### Arguments

• float density - Density of the body.

## void setError (float error)

Sets approximation error permissible by creating convex shape for the mesh. The default is 0.01.

### Arguments

• float error - Approximation error. If a negative value is provided, 0 will be used instead.

## void setExclusionMask (int mask)

Sets an bit mask to prevent collisions of the body with other ones. This mask is independent of the collision mask. For bodies with matching collision masks not to collide, at least one bit of their exclusion mask should match. The default is 0 (i.e. to collide with all bodies with a matching collision mask).

### Arguments

• int mask - Integer, each bit of which is a mask.

## void setFriction (float friction)

Sets friction of the body against other surfaces.

### Arguments

• float friction - Friction value.

## void setFrozenAngularVelocity (float velocity)

Sets angular velocity threshold for freezing body simulation. If body angular velocity remains lower than this threshold during the number of Frozen frames (together with linear one), it stops to be updated.

## void setFrozenLinearVelocity (float velocity)

Sets linear velocity threshold for freezing body simulation. If body linear velocity remains lower than this threshold during the number of Frozen frames (together with angular one), it stops to be updated.

## void setIntersectionMask (int mask)

Sets an intersection bit mask for the body.

### Arguments

• int mask - Integer, each bit of which is a mask.

## void setLinearDamping (float damping)

Sets the damping of the body linear velocity.

### Arguments

• float damping - Linear damping value.

## void setMass (float mass)

Sets a mass of the body. Changing the mass influences the density, that is computed by dividing the mass by body volume.

### Arguments

• float mass - Mass of the body.

## void setMaterial (string name)

Sets the material for fractured verge surfaces appearing after breaking the body.

### Arguments

• string name - Material name for the fractured verges.

## void setMaxAngularVelocity (float velocity)

Sets the maximum possible linear velocity for the body. If the value is lower than the engine.physics.setMaxAngularVelocity one, it is overridden.

### Arguments

• float velocity - Maximum possible angular velocity.

## void setMaxLinearVelocity (float velocity)

Sets the maximum possible linear velocity for the body. If the value is lower than the engine.physics.setMaxLinearVelocity one, it is overridden.

### Arguments

• float velocity - Maximum possible linear velocity.

## void setProperty (string name)

Sets the property for cracked verge surfaces appearing after breaking the body.

### Arguments

• string name - Property name for the fractured verges.

## void setRestitution (float restitution)

Sets the restitution that determines body bouncing off the surfaces.

### Arguments

• float restitution - Restitution value.

## void setThreshold (float threshold)

Sets the minimum volume threshold for breaking. If the piece volume is less than the threshold value, it cannot be fractured further. The default is 1.

### Arguments

• float threshold - Volume threshold. If a negative value is provided, 0 will be used instead.
Last update: 2017-07-03