(Added Velocity and WorldCenterOfMass ; more grammar fixing) |
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The Rigidbody class works with the physics of the object. Requires the Rigidbody component to function. | The Rigidbody class works with the physics of the object. Requires the Rigidbody component to function. | ||
+ | |||
+ | ==Members== | ||
+ | |||
+ | {{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= | ||
+ | local obj = Space.Host.ExecutingObject;<br><br> | ||
+ | obj.Rigidbody.AddExplosionForce (300, obj.WorldPosition, 10, 20)<br> | ||
+ | ''-- The explosion will occur at the location of the ExecutingObject.'' <br> | ||
+ | ''-- Place other rigidbodies around it to observe the effect!''}} | ||
+ | |||
+ | {{ScriptFunction|void|AddForce|(SVector force)|Adds a force to the Rigidbody that is continuously exerted on it in the given direction.|5= | ||
+ | local obj = Space.Host.ExecutingObject;<br><br> | ||
+ | obj.Rigidbody.AddForce (Vector.New(0,100,0));<br> | ||
+ | ''-- Now the rigidbody is under a continuous force directed upwards (Y direction)''}} | ||
+ | |||
+ | {{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= | ||
+ | local obj = Space.Host.ExecutingObject;<br> | ||
+ | local applyForceHere = Vector.New(obj.WorldPosition.x-0.5,obj.WorldPosition.y-0.5,obj.WorldPosition.z-0.5)<br> | ||
+ | ''-- This vector is equivalent to one of the lower corners of a 1x1x1 cube.''<br><br> | ||
+ | obj.Rigidbody.AddForceAtPosition (Vector.New(0,40,0), applyForceHere);<br> | ||
+ | ''-- The object is experiencing an effect similar to being tipped upwards at the aforementioned corner.''}} | ||
+ | |||
+ | {{ScriptFunction|void|AddRelativeTorque| (SVector torque)|Adds a torque to the rigidbody relative to the local coordinate system. |5= | ||
+ | local obj = Space.Host.ExecutingObject;<br><br> | ||
+ | obj.Rigidbody.AddRelativeTorque (Vector.New(0,100,0));<br> | ||
+ | ''-- Now the object spins about its own Y axis''}} | ||
+ | |||
+ | {{ScriptFunction|void|AddTorque| (SVector torque)|Adds a torque to the rigidbody relative to the global coordinate system. |5= | ||
+ | local obj = Space.Host.ExecutingObject;<br><br> | ||
+ | obj.Rigidbody.AddTorque (Vector.New(0,100,0));<br> | ||
+ | ''-- Now the object spins about the global Y axis''}} | ||
+ | |||
+ | {{ScriptFunction|SVector|ClosestPointOnBounds| (SVector input)|Returns the closest point on the bounding box of the attached colliders. |5= | ||
+ | local obj = Space.Host.ExecutingObject;<br><br> | ||
+ | Space.Log(obj.Rigidbody.ClosestPointOnBounds (Vector.Zero));<br> | ||
+ | ''-- 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''}} | ||
+ | |||
+ | {{ScriptFunction|void|MovePosition| (SVector point)|Moves the rigidbody to position. |5= | ||
+ | local obj = Space.Host.ExecutingObject;<br> | ||
+ | local moveHere = Vector.New(obj.WorldPosition.x+10,obj.WorldPosition.y,obj.WorldPosition.z);<br><br> | ||
+ | obj.Rigidbody.MovePosition (moveHere);<br> | ||
+ | ''-- The object has been moved by 10 units in the positive X direction''}} | ||
+ | |||
+ | {{ScriptFunction|void|MoveRotation| (SQuaternion rotation)|Rotates the rigidbody to rotation. |5= | ||
+ | local obj = Space.Host.ExecutingObject;<br> | ||
+ | local setRotationTo = Quaternion.Euler(60,0,0)<br><br> | ||
+ | obj.Rigidbody.MoveRotation (setRotationTo);<br> | ||
+ | ''-- The object's rotation has been set to 60 degrees in the positive X direction and 0 in Y and Z''}} | ||
+ | |||
+ | {{ScriptFunction|void|ResetCenterOfMass| ()|Reset the center of mass of the rigidbody. |5= | ||
+ | local obj = Space.Host.ExecutingObject;<br><br> | ||
+ | obj.Rigidbody.CenterOfMass = Vector.New(1,1,1);<br> | ||
+ | Space.Log(obj.Rigidbody.CenterOfMass);<br> | ||
+ | ''-- prints "[1,1,1]" to the console''<br><br> | ||
+ | obj.Rigidbody.ResetCenterOfMass();<br> | ||
+ | Space.Log(obj.Rigidbody.CenterOfMass);<br> | ||
+ | ''-- prints "[0,0,0]" to the console''}} | ||
+ | |||
+ | {{ScriptFunction|void|Sleep| ()|Forces a rigidbody to sleep. |5= | ||
+ | local obj = Space.Host.ExecutingObject;<br><br> | ||
+ | obj.Rigidbody.Sleep();<br> | ||
+ | Space.Log(obj.Rigidbody.Sleeping);<br> | ||
+ | ''-- prints "True" to the console''<br><br> | ||
+ | obj.Rigidbody.WakeUp();<br> | ||
+ | Space.Log(obj.Rigidbody.Sleeping);<br> | ||
+ | ''-- prints "False" to the console''}} | ||
+ | |||
+ | {{ScriptFunction|void|WakeUp| ()|Forces a rigidbody to wake up. |5= | ||
+ | local obj = Space.Host.ExecutingObject;<br><br> | ||
+ | obj.Rigidbody.Sleep();<br> | ||
+ | Space.Log(obj.Rigidbody.Sleeping);<br> | ||
+ | ''-- prints "True" to the console''<br><br> | ||
+ | obj.Rigidbody.WakeUp();<br> | ||
+ | Space.Log(obj.Rigidbody.Sleeping);<br> | ||
+ | ''-- prints "False" to the console''}} | ||
+ | |||
==Properties== | ==Properties== | ||
{{ScriptFunction|float|AngularDrag|{ get; set; }|The angular drag of the object.|5= | {{ScriptFunction|float|AngularDrag|{ get; set; }|The angular drag of the object.|5= | ||
− | |||
local obj = Space.Host.ExecutingObject;<br><br> | local obj = Space.Host.ExecutingObject;<br><br> | ||
''-- Set a new angular drag value''<br> | ''-- Set a new angular drag value''<br> | ||
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{{ScriptFunction|SVector|AngularVelocity |{ get; set; }|The angular velocity vector of the rigidbody (in radians per second).|5= | {{ScriptFunction|SVector|AngularVelocity |{ get; set; }|The angular velocity vector of the rigidbody (in radians per second).|5= | ||
− | |||
local obj = Space.Host.ExecutingObject;<br><br> | local obj = Space.Host.ExecutingObject;<br><br> | ||
''-- Set a new angular velocity vector''<br> | ''-- Set a new angular velocity vector''<br> | ||
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{{ScriptFunction|SVector|CenterOfMass |{ get; set; }|The center of mass relative to the local origin.|5= | {{ScriptFunction|SVector|CenterOfMass |{ get; set; }|The center of mass relative to the local origin.|5= | ||
− | |||
local obj = Space.Host.ExecutingObject;<br><br> | local obj = Space.Host.ExecutingObject;<br><br> | ||
''-- Set a new center of mass''<br> | ''-- Set a new center of mass''<br> | ||
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{{ScriptFunction|float|Drag |{ get; set; }|The drag of the object.|5= | {{ScriptFunction|float|Drag |{ get; set; }|The drag of the object.|5= | ||
− | |||
local obj = Space.Host.ExecutingObject;<br><br> | local obj = Space.Host.ExecutingObject;<br><br> | ||
''-- Set a new drag value''<br> | ''-- Set a new drag value''<br> | ||
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{{ScriptFunction|bool|FreezeRotation |{ get; set; }|Controls whether physics will have any impact on the rotation of the object.|5= | {{ScriptFunction|bool|FreezeRotation |{ get; set; }|Controls whether physics will have any impact on the rotation of the object.|5= | ||
− | |||
local obj = Space.Host.ExecutingObject;<br><br> | local obj = Space.Host.ExecutingObject;<br><br> | ||
''-- Set FreezeRotation to True''<br> | ''-- Set FreezeRotation to True''<br> | ||
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{{ScriptFunction|bool|Kinematic |{ get; set; }|Controls whether physics will have any impact on the object.|5= | {{ScriptFunction|bool|Kinematic |{ get; set; }|Controls whether physics will have any impact on the object.|5= | ||
− | |||
local obj = Space.Host.ExecutingObject;<br><br> | local obj = Space.Host.ExecutingObject;<br><br> | ||
''-- Set Kinematic to True''<br> | ''-- Set Kinematic to True''<br> | ||
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{{ScriptFunction|float|Mass |{ get; set; }|The mass of the rigidbody.|5= | {{ScriptFunction|float|Mass |{ get; set; }|The mass of the rigidbody.|5= | ||
− | |||
local obj = Space.Host.ExecutingObject;<br><br> | local obj = Space.Host.ExecutingObject;<br><br> | ||
''-- Set a new mass of the rigidbody''<br> | ''-- Set a new mass of the rigidbody''<br> | ||
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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= | {{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= | ||
− | |||
local obj = Space.Host.ExecutingObject;<br><br> | local obj = Space.Host.ExecutingObject;<br><br> | ||
''-- Set a new value for the maximum angular velocity''<br> | ''-- Set a new value for the maximum angular velocity''<br> | ||
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{{ScriptFunction|bool|UseGravity |{ get; set; }|Controls whether gravity affects the rigidbody.|5= | {{ScriptFunction|bool|UseGravity |{ get; set; }|Controls whether gravity affects the rigidbody.|5= | ||
− | |||
local obj = Space.Host.ExecutingObject;<br><br> | local obj = Space.Host.ExecutingObject;<br><br> | ||
''-- Set UseGravity to False (it is set to True by default)''<br> | ''-- Set UseGravity to False (it is set to True by default)''<br> | ||
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{{ScriptFunction|SVector|Velocity |{ get; set; }|The velocity vector of the rigidbody. (in units per second).|5= | {{ScriptFunction|SVector|Velocity |{ get; set; }|The velocity vector of the rigidbody. (in units per second).|5= | ||
− | |||
local obj = Space.Host.ExecutingObject;<br><br> | local obj = Space.Host.ExecutingObject;<br><br> | ||
''-- Set a new velocity vector''<br> | ''-- Set a new velocity vector''<br> | ||
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''-- prints "[0, 0, 1]" to the console''}} | ''-- prints "[0, 0, 1]" to the console''}} | ||
− | {{ScriptFunction|SVector|WorldCenterOfMass |{ get | + | {{ScriptFunction|SVector|WorldCenterOfMass |{ get; }|The center of mass of the rigidbody relative to the global origin (Read Only).|5= |
− | + | ||
local obj = Space.Host.ExecutingObject;<br><br> | local obj = Space.Host.ExecutingObject;<br><br> | ||
''-- Get the current center of mass''<br> | ''-- Get the current center of mass''<br> | ||
Space.Log(obj.Rigidbody.WorldCenterOfMass);<br> | Space.Log(obj.Rigidbody.WorldCenterOfMass);<br> | ||
− | ''-- 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 | + | ''-- 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.''}} |
+ | |||
+ | {{ScriptFunction|bool|Sleeping|{ get; }|Is the rigidbody sleeping?|5= | ||
+ | local obj = Space.Host.ExecutingObject;<br><br> | ||
+ | obj.Rigidbody.Sleep();<br> | ||
+ | Space.Log(obj.Rigidbody.Sleeping);<br> | ||
+ | ''-- prints "True" to the console''<br><br> | ||
+ | obj.Rigidbody.WakeUp();<br> | ||
+ | Space.Log(obj.Rigidbody.Sleeping);<br> | ||
+ | ''-- prints "False" to the console''}} | ||
+ | |||
+ | {{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= | ||
+ | local obj = Space.Host.ExecutingObject;<br><br> | ||
+ | Space.Log(obj.Rigidbody.Mass);<br> | ||
+ | -- prints "1" to the console<br> | ||
+ | obj.LocalScale = Vector.New(2,2,2);<br> | ||
+ | obj.Rigidbody.Density = 0.5;<br> | ||
+ | Space.Log(obj.Rigidbody.Mass);<br> | ||
+ | ''-- prints "4" to the console - the density is 2 times lower, and the object is 8 times bigger, therefore it's 4 times heavier.''}} | ||
{{Scripting Navbox}} | {{Scripting Navbox}} |
The Rigidbody class works with the physics of the object. Requires the Rigidbody component to function.
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.
obj.Rigidbody.AddExplosionForce (300, obj.WorldPosition, 10, 20)
-- The explosion will occur at the location of the ExecutingObject.
Adds a force to the Rigidbody that is continuously exerted on it in the given direction.
obj.Rigidbody.AddForce (Vector.New(0,100,0));
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.
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);
Adds a torque to the rigidbody relative to the local coordinate system.
obj.Rigidbody.AddRelativeTorque (Vector.New(0,100,0));
Adds a torque to the rigidbody relative to the global coordinate system.
obj.Rigidbody.AddTorque (Vector.New(0,100,0));
Returns the closest point on the bounding box of the attached colliders.
Space.Log(obj.Rigidbody.ClosestPointOnBounds (Vector.Zero));
Moves the rigidbody to position.
local moveHere = Vector.New(obj.WorldPosition.x+10,obj.WorldPosition.y,obj.WorldPosition.z);
obj.Rigidbody.MovePosition (moveHere);
Rotates the rigidbody to rotation.
local setRotationTo = Quaternion.Euler(60,0,0)
obj.Rigidbody.MoveRotation (setRotationTo);
Reset the center of mass of the rigidbody.
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);
Forces a rigidbody to sleep.
obj.Rigidbody.Sleep();
Space.Log(obj.Rigidbody.Sleeping);
-- prints "True" to the console
obj.Rigidbody.WakeUp();
Space.Log(obj.Rigidbody.Sleeping);
Forces a rigidbody to wake up.
obj.Rigidbody.Sleep();
Space.Log(obj.Rigidbody.Sleeping);
-- prints "True" to the console
obj.Rigidbody.WakeUp();
Space.Log(obj.Rigidbody.Sleeping);
The angular drag of the object.
-- Set a new angular drag value
obj.Rigidbody.AngularDrag = 0.20;
-- Get the current angular drag value
Space.Log(obj.Rigidbody.AngularDrag);
The angular velocity vector of the rigidbody (in radians per second).
-- 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);
The center of mass relative to the local origin.
-- 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);
The drag of the object.
-- 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);
Controls whether physics will have any impact on the rotation of the object.
-- 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);
Controls whether physics will have any impact on the object.
-- 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);
The mass of the rigidbody.
-- 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);
The maximum angular velocity of the rigidbody (7 by default). Can be useful to prevent an object from spinning uncontrollably fast.
-- Set a new value for the 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);
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.
-- Set a new value for the maximum depenetration velocity
obj.Rigidbody.MaxDepenetrationVelocity = 1;
-- Get the current value of the rigidbody's maximum depenetration velocity
Space.Log(obj.Rigidbody.MaxDepenetrationVelocity);
Controls whether gravity affects the rigidbody.
-- 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);
The velocity vector of the rigidbody. (in units per second).
-- 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);
The center of mass of the rigidbody relative to the global origin (Read Only).
-- Get the current center of mass
Space.Log(obj.Rigidbody.WorldCenterOfMass);
Is the rigidbody sleeping?
obj.Rigidbody.Sleep();
Space.Log(obj.Rigidbody.Sleeping);
-- prints "True" to the console
obj.Rigidbody.WakeUp();
Space.Log(obj.Rigidbody.Sleeping);
The density of the object (1 by default). Changing this value will affect the mass of the object (the volume will remain unchanged).
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);
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