void AddExplosionForce (float explosionForce, explosionPosition, float explosionRadius, float upwardsModifier)
Applies a force to a rigidbody that simulates explosion effects. Other rigidbodies will be affected by the explosion within its radius - the closer they are to the explosionPosition, the stronger the force will be exerted on them.
void AddForce ( force)
Adds a force to the Rigidbody that is continuously exerted on it in the given direction.
void AddForceAtPosition ( force, position)
Adds a force to the Rigidbody at a given position (should be within the range of the rigidbody for a realistic result). Thus, both a torque and force are applied to the object.
void AddRelativeTorque ( torque)
Adds a torque to the rigidbody relative to the local coordinate system.
void AddTorque ( torque)
Adds a torque to the rigidbody relative to the global coordinate system.
ClosestPointOnBounds ( input)
Returns the closest point on the bounding box of the attached colliders.
GetPointVelocity ( worldPoint)
Function Description
GetRelativePointVelocity ( point)
Function Description
void MovePosition ( point)
Moves the rigidbody to position.
void MoveRotation ( rotation)
Rotates the rigidbody to rotation.
void ResetCenterOfMass ()
Reset the center of mass of the rigidbody.
void ResetIntertiaTensor ()
Reset the inertia tensor value and rotation.
void Sleep ()
Forces a rigidbody to sleep.
void WakeUp ()
Forces a rigidbody to wake up.
[] SweepTestAll ( direction, float distance)
Like Rigidbody.SweepTest, but returns all hits.
float AngularDrag get set
The angular drag of the object.
AngularVelocity get set
The angular velocity vector of the rigidbody (in radians per second).
CenterOfMass get set
The center of mass relative to the local origin.
float Drag get set
The drag of the object.
bool FreezeRotation get set
Controls whether physics will have any impact on the rotation of the object.
bool Kinematic get set
Controls whether physics will have any impact on the object.
float Mass get set
The mass of the rigidbody.
float MaxAngularVelocity get set
The maximum angular velocity of the rigidbody (7 by default). Can be useful to prevent an object from spinning uncontrollably fast.
float MaxDepenetrationVelocity get set
The maximum depenetration velocity of the rigidbody (1.00000003318135E+32 by default). Can be useful to make colliding objects bounce away in a smoother fashion.
bool UseGravity get set
Controls whether gravity affects the rigidbody.
Velocity get set
The velocity vector of the rigidbody. (in units per second).
WorldCenterOfMass get
The center of mass of the rigidbody relative to the global origin (Read Only).
bool Sleeping get
Is the rigidbody sleeping?
float Density set
The density of the object (1 by default). Changing this value will affect the mass of the object (the volume will remain unchanged).
InertiaTensor get set
The diagonal inertia tensor of mass relative to the center of mass. It is defined in x,y,z axis. It is calculate by physics automatically,and if you set value to it, it would override the value.
InertiaTensorRotation get set
The rotation of the inertia tensor.
GameObject get
Property Description
void ()
void ()
SPhysicsHit[] (SVector direction, float distance)
SVector get set
SVector get
bool get
float set
SVector get set
SQuaternion get set
SGameObject get
void AddExplosionForce (float explosionForce, SVector explosionPosition, float explosionRadius, float upwardsModifier)
void AddForce (SVector force)
void AddForceAtPosition (SVector force, SVector position)
void AddRelativeTorque (SVector torque)
void AddTorque (SVector torque)
SVector ClosestPointOnBounds (SVector input)
SVector GetPointVelocity (SVector worldPoint)
SVector GetRelativePointVelocity (SVector point)
void MovePosition (SVector point)
void MoveRotation (SQuaternion rotation)
void ResetCenterOfMass ()
float AngularDrag get set
SVector AngularVelocity get set
SVector CenterOfMass get set
float Drag get set
bool FreezeRotation get set
bool Kinematic get set
float Mass get set
float MaxAngularVelocity get set
float MaxDepenetrationVelocity get set
void ()
bool get set
Space.Host.ExecutingObject.Rigidbody.AddExplosionForce (300, Vector.New(0,0,0), 10, 20)local obj = Space.Host.ExecutingObject;
obj.Rigidbody.AddExplosionForce (300, obj.WorldPosition, 10, 20)
-- The explosion will occur at the location of the ExecutingObject.
-- Place other rigidbodies around it to observe the effect!Space.Host.ExecutingObject.Rigidbody.AddForce(Vector.New(0,1,0))local obj = Space.Host.ExecutingObject;
obj.Rigidbody.AddForce (Vector.New(0,100,0));
-- Now the rigidbody is under a continuous force directed upwards (Y direction)Space.Host.ExecutingObject.Rigidbody.AddForceAtPosition(Vector.New(1,1,1), Vector.New(0,1,0))local obj = Space.Host.ExecutingObject;
local applyForceHere = Vector.New(obj.WorldPosition.x-0.5,obj.WorldPosition.y-0.5,obj.WorldPosition.z-0.5)
-- This vector is equivalent to one of the lower corners of a 1x1x1 cube.
obj.Rigidbody.AddForceAtPosition (Vector.New(0,40,0), applyForceHere);
-- The object is experiencing an effect similar to being tipped upwards at the aforementioned corner.Space.Host.ExecutingObject.Rigidbody.AddRelativeTorque(Vector.New(0,1,0))local obj = Space.Host.ExecutingObject;
obj.Rigidbody.AddRelativeTorque (Vector.New(0,100,0));
-- Now the object spins about its own Y axisSpace.Host.ExecutingObject.Rigidbody.AddTorque(Vector.New(0,1,0))local obj = Space.Host.ExecutingObject;
obj.Rigidbody.AddTorque (Vector.New(0,100,0));
-- Now the object spins about the global Y axisSpace.Host.ExecutingObject.Rigidbody.ClosestPointOnBounds(Vector.New(1,1,1))local obj = Space.Host.ExecutingObject;
Space.Log(obj.Rigidbody.ClosestPointOnBounds (Vector.Zero));
-- prints [x,y,z] to the console, where x,y,z are coordinates of the rigidbody's point that is the closest to the global originSpace.Host.ExecutingObject.Rigidbody.GetPointVelocity(Vector.New(0,1,0))Space.Host.ExecutingObject.Rigidbody.GetRelativePointVelocity(Vector.New(1,1,1))Space.Host.ExecutingObject.Rigidbody.MovePosition(Vector.New(1,1,1))local obj = Space.Host.ExecutingObject;
local moveHere = Vector.New(obj.WorldPosition.x+10,obj.WorldPosition.y,obj.WorldPosition.z);
obj.Rigidbody.MovePosition (moveHere);
-- The object has been moved by 10 units in the positive X directionSpace.Host.ExecutingObject.Rigidbody.MoveRotation(Quaternion.New(0,1,0,0))local obj = Space.Host.ExecutingObject;
local setRotationTo = Quaternion.Euler(60,0,0)
obj.Rigidbody.MoveRotation (setRotationTo);
-- The object's rotation has been set to 60 degrees in the positive X direction and 0 in Y and ZSpace.Host.ExecutingObject.Rigidbody.ResetCenterOfMass()local obj = Space.Host.ExecutingObject;
obj.Rigidbody.CenterOfMass = Vector.New(1,1,1);
Space.Log(obj.Rigidbody.CenterOfMass);
-- prints "[1,1,1]" to the console
obj.Rigidbody.ResetCenterOfMass();
Space.Log(obj.Rigidbody.CenterOfMass);
-- prints "[0,0,0]" to the consoleSpace.Host.ExecutingObject.Rigidbody.ResetIntertiaTensor()solid = Space.Scene.Find("Solid")
--get rigidbody of inertia frame.
rigid = solid.Rigidbody
if rigid == nil then
rigid = solid.AddRigidbody()
end
rigid.ResetIntertiaTensor()
--to reset inertia tensor if intertia tensor is setSpace.Host.ExecutingObject.Rigidbody.Sleep()Space.Host.ExecutingObject.Rigidbody.WakeUp()Space.Host.ExecutingObject.Rigidbody.SweepTestAll(Vector.New(1,0,0) , 20)solid = Space.Scene.Find("Solid")
--get rigidbody of inertia frame.
rigid = solid.Rigidbody
if rigid == nil then
rigid = solid.AddRigidbody()
end
hits = rigid.SweepTestAll(solid.Forward , 20)
--sweep forward 20 meters, and return all hits.
if hits~=nil and #hits-1 > 0 then
for i = 1,#hits-1 do
Space.Log(hits[i].Object.Name)
end
end
--output all hit gameobject.Space.Host.ExecutingObject.Rigidbody.AngularDrag = 0.20Space.Host.ExecutingObject.Rigidbody.AngularVelocity = Vector.New(0,1,0)local obj = Space.Host.ExecutingObject;
-- Set a new angular velocity vector
obj.Rigidbody.AngularVelocity = Vector.New(0,Space.Math.Pi,0);
-- Now the object is rotating about the Y axis at a speed of 180 degrees per second
-- (or 30 revolutions per minute)
-- Get the current angular velocity vector
Space.Log(obj.Rigidbody.AngularVelocity);
-- prints "[0, 3.141593, 0]" to the consoleSpace.Host.ExecutingObject.Rigidbody.CenterOfMass = Vector.New(1,0,0)Space.Host.ExecutingObject.Rigidbody.Drag = 5Space.Host.ExecutingObject.Rigidbody.FreezeRotation = trueSpace.Host.ExecutingObject.Rigidbody.Kinematic = trueSpace.Host.ExecutingObject.Rigidbody.Mass = 0.1Space.Host.ExecutingObject.Rigidbody.MaxAngularVelocity = 1Space.Host.ExecutingObject.Rigidbody.MaxDepenetrationVelocity = 1Space.Host.ExecutingObject.Rigidbody.UseGravity = truelocal obj = Space.Host.ExecutingObject;
-- Set UseGravity to False (it is set to True by default)
obj.Rigidbody.UseGravity = false;
-- Now gravity does not affect the rigidbody.
-- Get the UseGravity value (find out if UseGravity is in action)
Space.Log(obj.Rigidbody.UseGravity);
-- prints "False" to the consoleSpace.Host.ExecutingObject.Rigidbody.Velocity = Vector.New(0,1,0)local obj = Space.Host.ExecutingObject;
-- Set a new velocity vector
obj.Rigidbody.Velocity = Vector.New(0, 0, 1);
-- Now the object is moving in the positive Z direction at a speed of 1 unit per second
-- Get the current velocity vector
Space.Log(obj.Rigidbody.Velocity);
-- prints "[0, 0, 1]" to the consoleWorldCenter = Space.Host.ExecutingObject.Rigidbody.WorldCenterOfMasslocal obj = Space.Host.ExecutingObject;
-- Get the current center of mass
Space.Log(obj.Rigidbody.WorldCenterOfMass);
-- prints "[x, y, z]" to the console, where x,y,z are global coordinates of the center of mass. If CenterOfMass == [0,0,0], then x,y,z are equal to the global coordinates of the object.isSleeping = Space.Host.ExecutingObject.Rigidbody.Sleepinglocal obj = Space.Host.ExecutingObject;
obj.Rigidbody.Sleep();
Space.Log(obj.Rigidbody.Sleeping);
-- prints "True" to the console
obj.Rigidbody.WakeUp();
Space.Log(obj.Rigidbody.Sleeping);
-- prints "False" to the consoledensity = Space.Host.ExecutingObject.Rigidbody.Densitylocal obj = Space.Host.ExecutingObject;
Space.Log(obj.Rigidbody.Mass);
-- prints "1" to the console
obj.LocalScale = Vector.New(2,2,2);
obj.Rigidbody.Density = 0.5;
Space.Log(obj.Rigidbody.Mass);
-- prints "4" to the console - the density is 2 times lower, and the object is 8 times bigger, therefore it's 4 times heavier.Space.Host.ExecutingObject.Rigidbody.IntertiaTensor = Vector.New(0,0,0)solid = Space.Scene.Find("Solid")
--get rigidbody of inertia frame.
rigid = solid.Rigidbody
if rigid == nil then
rigid = solid.AddRigidbody()
end
rigid.InertiaTensor = Vector.New(10,100,1)
rigid.AddTorque(Vector.New(100,100,100))
--set inertia tensor to 10,100,1, and add torque 100 to all axis,and rotate velocity x:y:z would be 10:1:100.Space.Host.ExecutingObject.Rigidbody.InertiaTensorRotation = Quaternion.New(0,0,0,0)solid = Space.Scene.Find("Solid")
--get rigidbody of inertia frame.
rigid = solid.Rigidbody
if rigid == nil then
rigid = solid.AddRigidbody()
end
rigid.InertiaTensor = Vector.New(10,100,1)
rigid.InertiaTensorRotation = Quaternion.Euler(0,90,0)
rigid.AddTorque(Vector.New(100,100,100))
--set inertia tensor manually and rotate this inertia tensor by 90 degrees in y axis.theGameObject = Space.Host.ExecutingObject.Rigidbody.GameObject