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Difference between revisions of "Scripting/SRigidbody"

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The Rigidbody class works with the physics of the object. Requires the Rigidbody component to function.
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This page has moved to: https://docs.sine.space/v/scripting/client-scripting/components/srigidbody
 
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==Members==
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{{ScriptFunction|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.|5=
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local obj = Space.Host.ExecutingObject;<br><br>
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obj.Rigidbody.AddExplosionForce (300, obj.WorldPosition, 10, 20)<br>
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''-- The explosion will occur at the location of the ExecutingObject.'' <br>
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''-- Place other rigidbodies around it to observe the effect!''}}
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{{ScriptFunction|void|AddForce|(SVector force)|Adds a force to the Rigidbody that is continuously exerted on it in the given direction.|5=
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local obj = Space.Host.ExecutingObject;<br><br>
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obj.Rigidbody.AddForce (Vector.New(0,100,0));<br>
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''-- Now the rigidbody is under a continuous force directed upwards (Y direction)''}}
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{{ScriptFunction|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.|5=
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local obj = Space.Host.ExecutingObject;<br>
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local applyForceHere = Vector.New(obj.WorldPosition.x-0.5,obj.WorldPosition.y-0.5,obj.WorldPosition.z-0.5)<br>
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''-- This vector is equivalent to one of the lower corners of a 1x1x1 cube.''<br><br>
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obj.Rigidbody.AddForceAtPosition (Vector.New(0,40,0), applyForceHere);<br>
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''-- The object is experiencing an effect similar to being tipped upwards at the aforementioned corner.''}}
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{{ScriptFunction|void|AddRelativeTorque| (SVector torque)|Adds a torque to the rigidbody relative to the local coordinate system. |5=
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local obj = Space.Host.ExecutingObject;<br><br>
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obj.Rigidbody.AddRelativeTorque (Vector.New(0,100,0));<br>
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''-- Now the object spins about its own Y axis''}}
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{{ScriptFunction|void|AddTorque| (SVector torque)|Adds a torque to the rigidbody relative to the global coordinate system. |5=
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local obj = Space.Host.ExecutingObject;<br><br>
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obj.Rigidbody.AddTorque (Vector.New(0,100,0));<br>
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''-- Now the object spins about the global Y axis''}}
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{{ScriptFunction|SVector|ClosestPointOnBounds| (SVector input)|Returns the closest point on the bounding box of the attached colliders. |5=
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local obj = Space.Host.ExecutingObject;<br><br>
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Space.Log(obj.Rigidbody.ClosestPointOnBounds (Vector.Zero));<br>
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''-- 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''}}
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{{ScriptFunction|void|MovePosition| (SVector point)|Moves the rigidbody to position. |5=
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local obj = Space.Host.ExecutingObject;<br>
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local moveHere = Vector.New(obj.WorldPosition.x+10,obj.WorldPosition.y,obj.WorldPosition.z);<br><br>
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obj.Rigidbody.MovePosition (moveHere);<br>
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''-- The object has been moved by 10 units in the positive X direction''}}
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{{ScriptFunction|void|MoveRotation| (SQuaternion rotation)|Rotates the rigidbody to rotation. |5=
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local obj = Space.Host.ExecutingObject;<br>
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local setRotationTo = Quaternion.Euler(60,0,0)<br><br>
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obj.Rigidbody.MoveRotation (setRotationTo);<br>
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''-- The object's rotation has been set to 60 degrees in the positive X direction and 0 in Y and Z''}}
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{{ScriptFunction|void|ResetCenterOfMass| ()|Reset the center of mass of the rigidbody. |5=
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local obj = Space.Host.ExecutingObject;<br><br>
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obj.Rigidbody.CenterOfMass = Vector.New(1,1,1);<br>
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Space.Log(obj.Rigidbody.CenterOfMass);<br>
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''-- prints "[1,1,1]" to the console''<br><br>
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obj.Rigidbody.ResetCenterOfMass();<br>
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Space.Log(obj.Rigidbody.CenterOfMass);<br>
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''-- prints "[0,0,0]" to the console''}}
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{{ScriptFunction|void|Sleep| ()|Forces a rigidbody to sleep. |5=
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local obj = Space.Host.ExecutingObject;<br><br>
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obj.Rigidbody.Sleep();<br>
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Space.Log(obj.Rigidbody.Sleeping);<br>
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''-- prints "True" to the console''<br><br>
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obj.Rigidbody.WakeUp();<br>
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Space.Log(obj.Rigidbody.Sleeping);<br>
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''-- prints "False" to the console''}}
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{{ScriptFunction|void|WakeUp| ()|Forces a rigidbody to wake up. |5=
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local obj = Space.Host.ExecutingObject;<br><br>
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obj.Rigidbody.Sleep();<br>
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Space.Log(obj.Rigidbody.Sleeping);<br>
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''-- prints "True" to the console''<br><br>
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obj.Rigidbody.WakeUp();<br>
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Space.Log(obj.Rigidbody.Sleeping);<br>
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''-- prints "False" to the console''}}
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{{ScriptFunction|SVector|GetPointVelocity| (SVector worldPoint)|The velocity of the rigidbody at the point worldPoint in global space. |5=
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solid = Space.Scene.Find("Solid")<br>
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''--get rigidbody of inertia frame.''<br>
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rigid = solid.Rigidbody<br>
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if rigid == nil then<br>
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&nbsp;&nbsp;&nbsp;&nbsp;rigid = solid.AddRigidbody()<br>
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end<br>
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rigid.AddTorque(Vector.New(100,0,0))<br>
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''--add torque to rigidbody and output point velocity''<br>
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Space.Log(rigid.GetPointVelocity(Vector.New(0.5,0.5,0.5)).ToString())
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}}
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{{ScriptFunction|SVector|GetRelativePointVelocity| (SVector point)|The velocity relative to the rigidbody at the point relativePoint. |5=
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solid = Space.Scene.Find("Solid")<br>
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''--get rigidbody of inertia frame.''<br>
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rigid = solid.Rigidbody<br>
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if rigid == nil then<br>
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&nbsp;&nbsp;&nbsp;&nbsp;rigid = solid.AddRigidbody()<br>
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end<br>
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rigid.AddTorque(Vector.New(100,0,0))<br>
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''--Add torque to rigidbody and output relative point velocity''<br>
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Space.Log(rigid.GetRelativePointVelocity(Vector.New(1,1,1)).ToString())
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}}
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{{ScriptFunction|void|ResetIntertiaTensor| ()|Reset the inertia tensor value and rotation. |5=
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solid = Space.Scene.Find("Solid")<br>
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''--get rigidbody of inertia frame.''<br>
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rigid = solid.Rigidbody<br>
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if rigid == nil then<br>
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&nbsp;&nbsp;&nbsp;&nbsp;rigid = solid.AddRigidbody()<br>
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end<br>
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rigid.ResetIntertiaTensor()<br>
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''--to reset inertia tensor if intertia tensor is set''<br>
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}}
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{{ScriptFunction|SPhysicsHit|SweepTestAll| (SVector direction, float distance);|Like Rigidbody.SweepTest, but returns all hits. |5=
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solid = Space.Scene.Find("Solid")<br>
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''--get rigidbody of inertia frame.''<br>
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rigid = solid.Rigidbody<br>
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if rigid == nil then<br>
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&nbsp;&nbsp;&nbsp;&nbsp;rigid = solid.AddRigidbody()<br>
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end<br>
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hits = rigid.SweepTestAll(solid.Forward , 20)<br>
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''--sweep forward 20 meters, and return all hits.''<br>
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if hits~=nil and #hits-1 > 0 then<br>
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&nbsp;&nbsp;&nbsp;&nbsp;for i = 1,#hits-1 do<br>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Space.Log(hits[i].Object.Name)<br>
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&nbsp;&nbsp;&nbsp;&nbsp;end<br>
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end<br>
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''--output all hit gameobject.''
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}}
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{{ScriptFunction|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.|5=
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solid = Space.Scene.Find("Solid")<br>
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''--get rigidbody of inertia frame.''<br>
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rigid = solid.Rigidbody<br>
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if rigid == nil then<br>
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&nbsp;&nbsp;&nbsp;&nbsp;rigid = solid.AddRigidbody()<br>
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end<br>
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rigid.InertiaTensor = Vector.New(10,100,1)<br>
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rigid.AddTorque(Vector.New(100,100,100))<br>
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''--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.''
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}}
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{{ScriptFunction|SQuaternion|InertiaTensorRotation| {get; set;}|The rotation of the inertia tensor.|5=
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solid = Space.Scene.Find("Solid")<br>
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''--get rigidbody of inertia frame.''<br>
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rigid = solid.Rigidbody<br>
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if rigid == nil then<br>
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&nbsp;&nbsp;&nbsp;&nbsp;rigid = solid.AddRigidbody()<br>
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end<br>
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rigid.InertiaTensor = Vector.New(10,100,1)<br>
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rigid.InertiaTensorRotation = Quaternion.Euler(0,90,0)<br>
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rigid.AddTorque(Vector.New(100,100,100))<br>
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''--set inertia tensor manually and rotate this inertia tensor by 90 degrees in y axis.''
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}}
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==Properties==
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{{ScriptFunction|float|AngularDrag|{ get; set; }|The angular drag of the object.|5=
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local obj = Space.Host.ExecutingObject;<br><br>
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''-- Set a new angular drag value''<br>
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obj.Rigidbody.AngularDrag = 0.20;<br><br>
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''-- Get the current angular drag value''<br>
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Space.Log(obj.Rigidbody.AngularDrag);<br>
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''-- prints "0.200000..." to the console''}}
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{{ScriptFunction|SVector|AngularVelocity |{ get; set; }|The angular velocity vector of the rigidbody (in radians per second).|5=
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local obj = Space.Host.ExecutingObject;<br><br>
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''-- Set a new angular velocity vector''<br>
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obj.Rigidbody.AngularVelocity = Vector.New(0,Space.Math.Pi,0);<br>
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''-- Now the object is rotating about the Y axis at a speed of 180 degrees per second''<br>
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''-- (or 30 revolutions per minute)''<br><br>
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''-- Get the current angular velocity vector''<br>
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Space.Log(obj.Rigidbody.AngularVelocity);<br>
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''-- prints "[0, 3.141593, 0]" to the console''}}
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{{ScriptFunction|SVector|CenterOfMass |{ get; set; }|The center of mass relative to the local origin.|5=
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local obj = Space.Host.ExecutingObject;<br><br>
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''-- Set a new center of mass''<br>
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obj.Rigidbody.CenterOfMass = Vector.New(1,0,0);<br>
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''-- Now the object's center of mass has been moved by 1 at the X axis''<br><br>
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''-- Get the current center of mass''<br>
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Space.Log(obj.Rigidbody.CenterOfMass);<br>
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''-- prints "[1, 0, 0]" to the console''}}
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{{ScriptFunction|float|Drag |{ get; set; }|The drag of the object.|5=
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local obj = Space.Host.ExecutingObject;<br><br>
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''-- Set a new drag value''<br>
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obj.Rigidbody.Drag = 20;<br>
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''-- Now the object's drag is set to 20 - the higher the number, the more it is resistant to gravity''<br><br>
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''-- Get the current drag value''<br>
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Space.Log(obj.Rigidbody.Drag);<br>
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''-- prints "20" to the console''}}
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{{ScriptFunction|bool|FreezeRotation |{ get; set; }|Controls whether physics will have any impact on the rotation of the object.|5=
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local obj = Space.Host.ExecutingObject;<br><br>
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''-- Set FreezeRotation to True''<br>
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obj.Rigidbody.FreezeRotation = true;<br>
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''-- Now under no circumstances the object's rotation coordinates will change.''<br><br>
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''-- Get the FreezeRotation value (find out if Freeze Rotation is in action)''<br>
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Space.Log(obj.Rigidbody.FreezeRotation);<br>
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''-- prints "True" to the console''}}
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{{ScriptFunction|bool|Kinematic |{ get; set; }|Controls whether physics will have any impact on the object.|5=
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local obj = Space.Host.ExecutingObject;<br><br>
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''-- Set Kinematic to True''<br>
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obj.Rigidbody.Kinematic = true;<br>
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''-- Now the object will not be affected by gravity, collisions, or other forces.''<br><br>
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''-- Get the Kinematic value (find out if Kinematic is in action)''<br>
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Space.Log(obj.Rigidbody.Kinematic);<br>
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''-- prints "True" to the console''}}
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{{ScriptFunction|float|Mass |{ get; set; }|The mass of the rigidbody.|5=
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local obj = Space.Host.ExecutingObject;<br><br>
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''-- Set a new mass of the rigidbody''<br>
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obj.Rigidbody.Mass = 0.1;<br><br>
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''-- Get the current value of the rigidbody's mass''<br>
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Space.Log(obj.Rigidbody.Mass);<br>
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''-- prints "0.1000000..." to the console''}}
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{{ScriptFunction|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.|5=
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local obj = Space.Host.ExecutingObject;<br><br>
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''-- Set a new value for the maximum angular velocity''<br>
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obj.Rigidbody.MaxAngularVelocity = 1;<br>
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''-- Now the object, for example, is more resistant to rolling over upon collision with another object.''<br><br>
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''-- Get the current value of the rigidbody's maximum angular velocity''<br>
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Space.Log(obj.Rigidbody.MaxAngularVelocity);<br>
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''-- prints "1" to the console''}}
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{{ScriptFunction|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.|5=
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local obj = Space.Host.ExecutingObject;<br><br>
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''-- Set a new value for the maximum depenetration velocity''<br>
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obj.Rigidbody.MaxDepenetrationVelocity = 1;<br><br>
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''-- Get the current value of the rigidbody's maximum depenetration velocity''<br>
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Space.Log(obj.Rigidbody.MaxDepenetrationVelocity);<br>
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''-- prints "1" to the console''}}
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{{ScriptFunction|bool|UseGravity |{ get; set; }|Controls whether gravity affects the rigidbody.|5=
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local obj = Space.Host.ExecutingObject;<br><br>
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''-- Set UseGravity to False (it is set to True by default)''<br>
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obj.Rigidbody.UseGravity = false;<br>
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''-- Now gravity does not affect the rigidbody.''<br><br>
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''-- Get the UseGravity value (find out if UseGravity is in action)''<br>
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Space.Log(obj.Rigidbody.UseGravity);<br>
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''-- prints "False" to the console''}}
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{{ScriptFunction|SVector|Velocity |{ get; set; }|The velocity vector of the rigidbody. (in units per second).|5=
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local obj = Space.Host.ExecutingObject;<br><br>
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''-- Set a new velocity vector''<br>
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obj.Rigidbody.Velocity = Vector.New(0, 0, 1);<br>
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''-- Now the object is moving in the positive Z direction at a speed of 1 unit per second''<br><br>
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''-- Get the current velocity vector''<br>
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Space.Log(obj.Rigidbody.Velocity);<br>
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''-- prints "[0, 0, 1]" to the console''}}
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{{ScriptFunction|SVector|WorldCenterOfMass |{ get; }|The center of mass of the rigidbody relative to the global origin (Read Only).|5=
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local obj = Space.Host.ExecutingObject;<br><br>
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''-- Get the current center of mass''<br>
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Space.Log(obj.Rigidbody.WorldCenterOfMass);<br>
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''-- 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.''}}
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{{ScriptFunction|bool|Sleeping|{ get; }|Is the rigidbody sleeping?|5=
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local obj = Space.Host.ExecutingObject;<br><br>
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obj.Rigidbody.Sleep();<br>
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Space.Log(obj.Rigidbody.Sleeping);<br>
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''-- prints "True" to the console''<br><br>
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obj.Rigidbody.WakeUp();<br>
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Space.Log(obj.Rigidbody.Sleeping);<br>
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''-- prints "False" to the console''}}
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{{ScriptFunction|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).|5=
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local obj = Space.Host.ExecutingObject;<br><br>
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Space.Log(obj.Rigidbody.Mass);<br>
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-- prints "1" to the console<br>
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obj.LocalScale = Vector.New(2,2,2);<br>
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obj.Rigidbody.Density = 0.5;<br>
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Space.Log(obj.Rigidbody.Mass);<br>
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''-- prints "4" to the console - the density is 2 times lower, and the object is 8 times bigger, therefore it's 4 times heavier.''}}
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{{Scripting Navbox}}
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Latest revision as of 06:20, 19 September 2022

This page has moved to: https://docs.sine.space/v/scripting/client-scripting/components/srigidbody