SRigidbody

Index

Functions Index

Function Name

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 Sleep ()

void WakeUp ()

SPhysicsHit[] SweepTestAll (SVector direction, float distance)

Properties Index

Property Name

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

bool UseGravity get set

SVector Velocity get set

bool Sleeping get

float Density set

SVector InertiaTensor get set

SQuaternion InertiaTensorRotation get set

SGameObject GameObject get

Functions

AddExplosionForce

void AddExplosionForce (float explosionForce, SVector 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.

ParameterTypeDescription

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!

AddForce

void AddForce (SVector force)

Adds a force to the Rigidbody that is continuously exerted on it in the given direction.

ParameterTypeDescription

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)

AddForceAtPosition

void AddForceAtPosition (SVector force, SVector 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.

ParameterTypeDescription

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.

AddRelativeTorque

void AddRelativeTorque (SVector torque)

Adds a torque to the rigidbody relative to the local coordinate system.

ParameterTypeDescription

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 axis

AddTorque

void AddTorque (SVector torque)

Adds a torque to the rigidbody relative to the global coordinate system.

ParameterTypeDescription

Space.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 axis

ClosestPointOnBounds

SVector ClosestPointOnBounds (SVector input)

Returns the closest point on the bounding box of the attached colliders.

ParameterTypeDescription

Space.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 origin

GetPointVelocity

SVector GetPointVelocity (SVector worldPoint)

Function Description

ParameterTypeDescription

Space.Host.ExecutingObject.Rigidbody.GetPointVelocity(Vector.New(0,1,0))

GetRelativePointVelocity

SVector GetRelativePointVelocity (SVector point)

Function Description

ParameterTypeDescription

Space.Host.ExecutingObject.Rigidbody.GetRelativePointVelocity(Vector.New(1,1,1))

MovePosition

void MovePosition (SVector point)

Moves the rigidbody to position.

ParameterTypeDescription

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 direction

MoveRotation

void MoveRotation (SQuaternion rotation)

Rotates the rigidbody to rotation.

ParameterTypeDescription

Space.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 Z

ResetCenterOfMass

void ResetCenterOfMass ()

Reset the center of mass of the rigidbody.

Space.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 console

ResetIntertiaTensor

void ResetIntertiaTensor ()

Reset the inertia tensor value and rotation.

Space.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 set

Sleep

void Sleep ()

Forces a rigidbody to sleep.

Space.Host.ExecutingObject.Rigidbody.Sleep()

WakeUp

void WakeUp ()

Forces a rigidbody to wake up.

Space.Host.ExecutingObject.Rigidbody.WakeUp()

SweepTestAll

SPhysicsHit[] SweepTestAll (SVector direction, float distance)

Like Rigidbody.SweepTest, but returns all hits.

ParameterTypeDescription

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.

Properties

AngularDrag

float AngularDrag get set

The angular drag of the object.

Space.Host.ExecutingObject.Rigidbody.AngularDrag = 0.20

AngularVelocity

SVector AngularVelocity get set

The angular velocity vector of the rigidbody (in radians per second).

Space.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 console

CenterOfMass

SVector CenterOfMass get set

The center of mass relative to the local origin.

Space.Host.ExecutingObject.Rigidbody.CenterOfMass = Vector.New(1,0,0)

Drag

float Drag get set

The drag of the object.

Space.Host.ExecutingObject.Rigidbody.Drag = 5

FreezeRotation

bool FreezeRotation get set

Controls whether physics will have any impact on the rotation of the object.

Space.Host.ExecutingObject.Rigidbody.FreezeRotation = true

Kinematic

bool Kinematic get set

Controls whether physics will have any impact on the object.

Space.Host.ExecutingObject.Rigidbody.Kinematic = true

Mass

float Mass get set

The mass of the rigidbody.

Space.Host.ExecutingObject.Rigidbody.Mass = 0.1

MaxAngularVelocity

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.

Space.Host.ExecutingObject.Rigidbody.MaxAngularVelocity = 1

MaxDepenetrationVelocity

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.

Space.Host.ExecutingObject.Rigidbody.MaxDepenetrationVelocity = 1

UseGravity

bool UseGravity get set

Controls whether gravity affects the rigidbody.

Space.Host.ExecutingObject.Rigidbody.UseGravity = true
local 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 console

Velocity

SVector Velocity get set

The velocity vector of the rigidbody. (in units per second).

Space.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 console

WorldCenterOfMass

SVector WorldCenterOfMass get

The center of mass of the rigidbody relative to the global origin (Read Only).

WorldCenter = Space.Host.ExecutingObject.Rigidbody.WorldCenterOfMass
local 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.

Sleeping

bool Sleeping get

Is the rigidbody sleeping?

isSleeping = Space.Host.ExecutingObject.Rigidbody.Sleeping
local 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 console

Density

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).

density = Space.Host.ExecutingObject.Rigidbody.Density
local 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.

InertiaTensor

SVector 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.

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.

InertiaTensorRotation

SQuaternion InertiaTensorRotation get set

The rotation of the inertia tensor.

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.

GameObject

SGameObject GameObject get

Property Description

theGameObject = Space.Host.ExecutingObject.Rigidbody.GameObject

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