pXent_setmass (ENTITY* entity,
pXent_getmass (ENTITY* entity)
resp. returns the entity's physical mass. A definition of mass is "resistance
to change in velocity". By increasing an object's mass you
will have to use a stronger force (or torque) to make them move, or
to stop them from moving.
registered Entity pointer (Actor)
Mass of the object.
Entity mass if successful, 0
mass is automatically set by physX from the entity shape and size, however you can change it with
- As the entity size depends on the world scale (pX_setunit), the mass also depends on it.