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Difference between revisions of "Scripting/SPhysics"

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trans.OnUpdate(RaycastSingle)<br>
 
trans.OnUpdate(RaycastSingle)<br>
 
''Returns single raycast hit from origin in direction normal.''
 
''Returns single raycast hit from origin in direction normal.''
}}
+
|6=<pre> --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)  </pre>}}
  
 
{{ScriptFunction|SPhysicsHit|SphereCast[]|(SVector origin, float radius, float distance);|Sweeps from origin in a spherical ray 'radius' wide, and returns the list of collided objects|5=
 
{{ScriptFunction|SPhysicsHit|SphereCast[]|(SVector origin, float radius, float distance);|Sweeps from origin in a spherical ray 'radius' wide, and returns the list of collided objects|5=

Revision as of 04:41, 14 July 2021

The SPhysics class allows you to interact with the physics scene. See also Scripting/SRigidbody.


Members

RayCast[]

SPhysicsHit RayCast[] (SVector origin, SVector normal, float distance);

Raycasts from origin along normal, distance meters - and returns the list of collided objects in distance order (closest first)

local trans=Space.Host.ExecutingObject

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 in direction normal.


RayCastSingle

SPhysicsHit RayCastSingle (SVector origin, SVector normal, float distance);

Raycasts from origin along normal, distance meters - and returns the list of collided objects in distance order (closest first)

local trans=Space.Host.ExecutingObject

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)

Returns single raycast hit from origin in direction normal.


 --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)  

SphereCast[]

SPhysicsHit SphereCast[] (SVector origin, float radius, float distance);

Sweeps from origin in a spherical ray 'radius' wide, and returns the list of collided objects

local trans=Space.Host.ExecutingObject

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

trans.OnUpdate(SphereRaycast)


CapsuleCast[]

SPhysicsHit CapsuleCast[] (SVector origin, SVector end, float radius, float distance);

Sweeps a capsule from origin to end, radius wide and returns the list of collided objects.

local trans=Space.Host.ExecutingObject

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

trans.OnUpdate(CapsuleCast)


BoxCast[]

SPhysicsHit BoxCast[] (SVector origin, SVector halfExtents, SVector direction, SQuaternion orientation, float distance);

Sweeps a box defined by origin+halfExtents along directiojn, distance meters with a orientation matching orientation - and returns the collisions in distance order.


local trans=Space.Host.ExecutingObject

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

trans.OnUpdate(BoxCast)