rigid_body_locking_translations_rotations
It is sometimes useful to prevent a rigid-body from rotating or translating. One typical use-case for locking rotations
is to prevent a player modeled as a dynamic rigid-body from tilting. These kind of degree-of-freedom restrictions could
be achieved by joints, but locking translations/rotations of a single rigid-body wrt. the cartesian coordinate
axes can be done in a much more efficient and numerically stable way. That's why rigid-bodies have
dedicated
- Example 2D
- Example 3D
<load path='/2d/rust/examples/rs_rigid_bodies2.rs' marker='LockedAxes1' />
<load path='/2d/rust/examples/rs_rigid_bodies2.rs' marker='LockedAxes2' />
<load path='/3d/rust/examples/rs_rigid_bodies3.rs' marker='LockedAxes1' />
<load path='/3d/rust/examples/rs_rigid_bodies3.rs' marker='LockedAxes2' />
- Example 2D
- Example 3D
<load path='/2d/bevy/examples/rigid_bodies_continued2.rs' marker='LockedAxes1' />
<load path='/2d/bevy/examples/rigid_bodies_continued2.rs' marker='LockedAxes2' />
<load path='/3d/bevy/examples/rigid_bodies_continued3.rs' marker='LockedAxes1' />
<load path='/3d/bevy/examples/rigid_bodies_continued3.rs' marker='LockedAxes2' />
- Example 2D
- Example 3D
<load path='/2d/javascript/src/snippets/rigid_bodies.ts' marker='LockedAxes1' />
<load path='/2d/javascript/src/snippets/rigid_bodies.ts' marker='LockedAxes2' />
<load path='/3d/javascript/src/snippets/rigid_bodies.ts' marker='LockedAxes1' />
<load path='/3d/javascript/src/snippets/rigid_bodies.ts' marker='LockedAxes2' />