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Scripting/SRigidbody

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Revision as of 18:27, 16 July 2017 by Kay T Burnett (Talk | contribs) (Started the Rigidbody page, adding the description and first 4 properties (Angular Drag, Angular Velocity, Center Of Mass, Drag).)

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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