The SPhysics class allows you to interact with the physics scene. See also Scripting/SRigidbody.
Raycasts from origin along normal, distance meters - and returns the list of collided objects in distance order (closest first)
function Raycast()
local rays = Space.Physics.RayCast(trans.WorldPosition,trans.Forward,50)
if(rays~=nil and #rays>0) then
for i=0,#rays - 1 do
Space.Log(rays[i].Object.Name.." i = "..i)
end
end
end
trans.OnUpdate(Raycast)
Raycasts from origin along normal, distance meters - and returns the list of collided objects in distance order (closest first)
function RaycastSingle()
local ray=Space.Physics.RayCastSingle(trans.WorldPosition,trans.Forward,50)
if(ray~=nil and ray.ContainsHit==true) then
Space.Log(ray.Object.Name)
end
end
trans.OnUpdate(RaycastSingle)
--this script will make this object jump to wherever you right click --(Example: moving objects with right click ) thisGameObject = Space.Host.ExecutingObject OnUpdate = function() if Space.Input.GetMouseDown(1) then clickRay = Space.Camera.ScreenCoordinatesToRay(Space.Input.MousePosition) rayCastHit = Space.Physics.RayCastSingle(clickRay.Origin, clickRay.Direction, 50.0) thisGameObject.WorldPosition = rayCastHit.Position end end thisGameObject.SubscribeToEvents() thisGameObject.OnUpdate(OnUpdate)
Sweeps from origin in a spherical ray 'radius' wide, and returns the list of collided objects
function SphereRaycast()
local center=trans.WorldPosition + Vector.New(0.5,0.5,0.5)
local rays=Space.Physics.SphereCast(center,10,10,trans.Forward)
if rays~=nil and #rays>0 then
for i=0,#rays - 1 do
Space.Log(rays[i].Object.Name.." i = "..i)
end
end
end
Sweeps a capsule from origin to end, radius wide and returns the list of collided objects.
function CapsuleCast()
local startp=trans.WorldPosition
local endp=startp+trans.Up*10
local rays=Space.Physics.CapsuleCast(startp,endp,1,10,trans.Up)
if rays~=nil and #rays>0 then
for i=0,#rays - 1 do
Space.Log(rays[i].Object.Name.." i = "..i)
end
end
end
Sweeps a box defined by origin+halfExtents along directiojn, distance meters with a orientation matching orientation - and returns the collisions in distance order.
function BoxCast()
local center=trans.WorldPosition + Vector.New(0.5,0.5,0.5)
local endp=local extents=Vector.new(2,2,2)
local rays=Space.Physics.BoxCast(center,extents,trans.Forward,Quaternion.Identity,2)
if rays~=nil and #rays>0 then
for i=0,#rays - 1 do
Space.Log(rays[i].Object.Name.." i = "..i)
end
end
end
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