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Difference between revisions of "Scripting/SRigidbody"

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(Started the Rigidbody page, adding the description and first 4 properties (Angular Drag, Angular Velocity, Center Of Mass, Drag).)
 
(Added 4 more Properties (FreezeRotation, Kinematic, Mass, MaxAngularVelocity) and a Navbox.)
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Space.Log(obj.Rigidbody.Drag);<br>
 
Space.Log(obj.Rigidbody.Drag);<br>
 
''-- prints "20" to the console''}}
 
''-- prints "20" to the console''}}
 +
 +
 +
{{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>
 +
''-- Set FreezeRotation to True''<br>
 +
obj.Rigidbody.FreezeRotation = true;<br>
 +
''-- Now under no circumstances the object's rotation coordinates will change.''<br><br>
 +
''-- Get the FreezeRotation value (find out if Freeze Rotation is in action)''<br>
 +
Space.Log(obj.Rigidbody.FreezeRotation);<br>
 +
''-- prints "True" to the console''}}
 +
 +
{{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>
 +
''-- Set Kinematic to True''<br>
 +
obj.Rigidbody.Kinematic = true;<br>
 +
''-- Now the object will not be affected by gravity, collisions, or other forces.''<br><br>
 +
''-- Get the Kinematic value (find out if Kinematic is in action)''<br>
 +
Space.Log(obj.Rigidbody.Kinematic);<br>
 +
''-- 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>
 +
''-- Set a new mass of the rigidbody''<br>
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obj.Rigidbody.Mass = 0.1;<br><br>
 +
''-- Get the current value of the rigidbody's mass''<br>
 +
Space.Log(obj.Rigidbody.Mass);<br>
 +
''-- 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.MaxAngularVelocity;<br><br>
 +
''-- Set a new maximum angular velocity''<br>
 +
obj.Rigidbody.MaxAngularVelocity = 1;<br>
 +
''-- Now the object, for example, is more resistant to rolling over upon collision with another object.''<br><br>
 +
''-- Get the current value of the rigidbody's maximum angular velocity''<br>
 +
Space.Log(obj.Rigidbody.MaxAngularVelocity);<br>
 +
''-- prints "1" to the console''}}
 +
 +
{{Scripting Navbox}}

Revision as of 18:55, 16 July 2017

The Rigidbody class works with the physics of the object. Requires the Rigidbody component to function.

Properties

AngularDrag

float AngularDrag { get; set; }

The angular drag of the object.

local obj = Space.Host.ExecutingObject;

-- Set a new angular drag value
obj.Rigidbody.AngularDrag = 0.20;

-- Get the current angular drag value
Space.Log(obj.Rigidbody.AngularDrag);

-- prints "0.200000..." to the console



AngularVelocity

SVector AngularVelocity { get; set; }

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

local obj = Space.Host.ExecutingObject;

-- Set a new angular velocity value
obj.Rigidbody.AngularVelocity = Vector.New(0,Space.Math.Pi,0);
-- Now the object rotates about the Y axis at a speed of 180 degrees per second
-- (or 30 revolutions per minute)

-- Get the current angular velocity value
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.

local obj = Space.Host.ExecutingObject;

-- Set a new center of mass
obj.Rigidbody.CenterOfMass = Vector.New(1,0,0);
-- Now the object's center of mass has been moved by 1 at the X axis

-- Get the current center of mass
Space.Log(obj.Rigidbody.CenterOfMass);

-- prints "[1, 0, 0]" to the console



Drag

float Drag { get; set; }

The drag of the object.

local obj = Space.Host.ExecutingObject;

-- Set a new drag value
obj.Rigidbody.Drag = 20;
-- Now the object's drag is set to 20 - the higher the number, the more it is resistant to gravity

-- Get the current drag value
Space.Log(obj.Rigidbody.Drag);

-- prints "20" to the console



FreezeRotation

bool FreezeRotation { get; set; }

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

local obj = Space.Host.ExecutingObject;

-- Set FreezeRotation to True
obj.Rigidbody.FreezeRotation = true;
-- Now under no circumstances the object's rotation coordinates will change.

-- Get the FreezeRotation value (find out if Freeze Rotation is in action)
Space.Log(obj.Rigidbody.FreezeRotation);

-- prints "True" to the console


Kinematic

bool Kinematic { get; set; }

Controls whether physics will have any impact on the object.

local obj = Space.Host.ExecutingObject;

-- Set Kinematic to True
obj.Rigidbody.Kinematic = true;
-- Now the object will not be affected by gravity, collisions, or other forces.

-- Get the Kinematic value (find out if Kinematic is in action)
Space.Log(obj.Rigidbody.Kinematic);

-- prints "True" to the console


Mass

float Mass { get; set; }

The mass of the rigidbody.

local obj = Space.Host.ExecutingObject;

-- Set a new mass of the rigidbody
obj.Rigidbody.Mass = 0.1;

-- Get the current value of the rigidbody's mass
Space.Log(obj.Rigidbody.Mass);

-- prints "0.1000000..." to the console


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.

local obj = Space.Host.MaxAngularVelocity;

-- Set a new maximum angular velocity
obj.Rigidbody.MaxAngularVelocity = 1;
-- Now the object, for example, is more resistant to rolling over upon collision with another object.

-- Get the current value of the rigidbody's maximum angular velocity
Space.Log(obj.Rigidbody.MaxAngularVelocity);

-- prints "1" to the console