95 int addBody(
int entityID,
enum body_Type,
int dynamic,
int mass);
174 int addPlayerBody(
int objID,
float radius,
float height,
float heightOffset,
int dynamic);
265 void setMass(
int bodyID,
float mass);
624 void setImpulseAtPoint(
int bodyID,
float posX,
float posY,
float posZ,
float impulseX,
float impulseY,
float impulseZ);
650 void setLocalImpulse(
int bodyID,
float impulseX,
float impulseY,
float impulseZ);
680 void setLocalImpulseAtPoint(
int bodyID,
float posX,
float posY,
float posZ,
float impulseX,
float impulseY,
float impulseZ);
733 void setForceAtPoint(
int bodyID,
float posX,
float posY,
float posZ,
float forceX,
float forceY,
float forceZ);
758 void setLocalForce(
int bodyID,
float forceX,
float forceY,
float forceZ);
786 void setLocalForceAtPoint(
int bodyID,
float posX,
float posY,
float posZ,
float forceX,
float forceY,
float forceZ);
823 void setRotation(
int bodyID,
float w,
float x,
float y,
float z);
860 void setPosition(
int bodyID,
float x,
float y,
float z);
964 float4
rayFromPoint(
int rayID,
float x,
float y,
float z,
float qw,
float qx,
float qy,
float qz,
float range);
999 float4
rayFromPointByAxis(
int rayID,
float x,
float y,
float z,
float rx,
float ry,
float rz,
float range);
1319 void move(
int bodyID,
float x,
float y,
float z);
1337 void rotate(
int bodyID,
float x,
float y,
float z,
float w);
1436 float4
rayFromIDToID(
int rayID,
int sourceID,
int targetID,
float range,
int optionalQueryFlag);
1449 int addBody(
int objID,
enum body_Type,
int isDynamic,
int mass,
int isKinematic);
String getGameType(int objID)
Gets the collision type from the physics object with a previously defined game type.Use this to quickly check for a specific type of objects when colliding.
void setForce(int bodyID, x, y, z)
Use this function to apply a vector Force to an existing rigid body.
void setLocalImpulse(int bodyID, float impulseX, float impulseY, float impulseZ)
Use this function to apply a local impulse to a physics body.
void setLocalImpulseAtPoint(int bodyID, float posX, float posY, float posZ, float impulseX, float impulseY, float impulseZ)
Use this function to apply a local impulse to a physics body from a local position.
float getFriction(int bodyID)
Use this function to return the friction of an existing rigid body.
void setVelocity(int bodyID, x, y, z)
Use this function to apply a vector velocity to an existing rigid body.
float4 rayFromIDToID(int rayID, int sourceID, int targetID, float range, int optionalQueryFlag)
Ray from ID to ID Fire a ranged ray between to objects source id and target id. Flags are so that you...
float3 getContactNormal()
Get contact normal.
int addTrigger(int entityID, int eventFlag)
Use this function to add a Trigger volume to the defined entity.
void setCollisionFlag(int bodyID, int eventFlag)
Use this function to add any of the collision Event data to a scipt. Mainly used for microscripts to ...
int createRay()
Creates a unique ray ready for ray casting.
float getContactForce(int shapeid)
Get the force of the contact.
int addBody(int entityID, enum body_Type, int dynamic, int mass)
Use this function to add a rigid body to the entity defined.
void setTriggerPosition(int bodyID, float x, float y, float z)
Sets position of a spawned trigger using a float3.
void setMass(int bodyID, float mass)
Use this function to set the mass of an existing rigid body.
void setLocalForceAtPoint(int bodyID, float posX, float posY, float posZ, float forceX, float forceY, float forceZ)
Use this function to apply a local force to a physics body from a local position. ...
void setPosition(int bodyID, float x, float y, float z)
Sets the position of the physic body.
void setImpulse(int bodyID, x, y, z)
Use this function to apply a vector Impulse to an existing rigid body.
int getBodyID(int objID)
Use this function to return the rigid body ID of an existing rigid body.
void setAngularVelocity(int bodyID, float x, float y, float z)
Use this function to apply an angular velocity to the physics body.
void deleteRay(int rayID)
Deletes the ray with the id rayID.
void setForceAtPoint(int bodyID, float posX, float posY, float posZ, float forceX, float forceY, float forceZ)
Use this function to apply a vector Force to an existing rigid body from a position in world space...
void assignGroupCollisionFlag(int bodyID, int groupFlag)
Define which groups this object belongs to.
void setBounce(int bodyID, float bounce)
Use this function to set the bounce amount of an existing rigid body.
float getMass(int bodyID)
Use this function to return the mass of an existing rigid body.
void setMaxAngularVelocity(int bodyID, x, y, z)
Use this function to increase the maximum allowed rotational velocity.
void setCollisionEnable_OnEnd(int bodyID)
Sets the contact report flag for collision end, ie as the object leaves the collision area...
void getContactNumShapes()
Get contact Shape Number.
float4 rayFromPointByAxis(int rayID, float x, float y, float z, float rx, float ry, float rz, float range)
Creates a unique ray ready for ray casting using physics.
void setGravity(x, y, z)
Sets the global gravity of the physic simulation.
float3 getContactPoint(int shapeid)
Get the Contact Point.
int addPlayerBody(int objID, float radius, float height, float heightOffset, int dynamic)
Use this function to add a rigid body Player Capsule to the entity defined.
float getAngularDamping(int bodyID)
Gets the angular damping coefficient from a physics body.
void pause()
Pauses the Physics system from updating meaning all physics object will stop moving, but also wont be collidable. No Arguments required.
void rayGetImpactPos(int rayID)
Pass in the rayID from a raycast that has been used to get the impact position of the ray...
void setLinearDamping(int bodyID, float linearDamping)
Sets the linear damping coefficient of a physics body.
void setTerrainFriction(float friction)
Use this function to set the friction amount of a terrain rigid body.
float3 getPosition(int bodyID)
Gets the position of the physics body.
Definition: LUA_API_Physics.h:28
float3 getAngularVelocity(int bodyID)
Use this function to get the angular velocity of the physics body in a float3.
void setGroupCollisionFlag(int groupFlag_1, int groupFlag_2, bool state)
Enables the collision between two groups passed in the groupFlag arg.
void setActive(int bodyID, int state)
Use this function to enable/disable an existing rigid body.
void setFriction(int bodyID, float friction)
Use this function to set the friction amount of an existing rigid body.
void getContactData()
Contafct Data.
Definition: LUA_API_States.h:28
void setImpulseAtPoint(int bodyID, float posX, float posY, float posZ, float impulseX, float impulseY, float impulseZ)
Use this function to apply a vector Impulse to an existing rigid body from a position in world space...
float3 getGravity()
Get the global gravity of the current physics simulation.
float getBounce(int bodyID)
Use this function to return the bounce of an existing rigid body.
void setCollisionEnable_OnStay(int bodyID)
Sets the contact report flag for collision stay, ie while the objects intersect.
void setCollisionEnable_OnStart(int bodyID)
Sets the contact report flag for collision start ie the first collision contact.
void setTerrainBounce(float bounce)
Use this function to set the bounce amount of a terrain rigid body.
void resume()
Resumes the physics which allows the update routines to work again as normal. No Arguments required...
void setSkinWidth(int bodyID, float width)
Set the skin width of the physics object.
float4 getRotation(int bodyID)
Gets the rotation as a quaternion of the physics body specified.
void setGameType(int objID, String gameType)
Sets the collision type for the physics object. Use this to quickly check for a specific type of obje...
void removeBody(int objID, int bodyID)
REmoves an existing ridgid body.
void rayDebugLines(int rayID, int state)
Creates a unique ray ready for ray casting.
void setRotation(int bodyID, float w, float x, float y, float z)
Sets the rotation of the physic body.
void setBodyGravity(int bodyID, float x, float y, float z)
**DEPRECIATED BULLET ** Sets the gravity of the specified rigidbody.
void rayGetDistance(int rayID)
Pass in the rayID from a raycast that has been used to get the distance of the ray. This distance is between the point of the ray start to the impacting position.
void getVelocity(int bodyID)
Use this function get the velocity of an existing rigid body.
int getContactEntID()
Get the ID of the object that made contact.
float3 getStaticOffset(int bodyID)
Get Static Offset the offset of the bodies position on the object.
void setAngularDamping(int bodyID, float angularDamping)
Sets the angular damping coefficient of a physics body.
float getLinearDamping(int bodyID)
Gets the linear damping coefficient from a physics body.
float4 rayFromPoint(int rayID, float x, float y, float z, float qw, float qx, float qy, float qz, float range)
Creates a unique ray ready for ray casting.
void setSceneGravity(float x, float y, float z)
Set the gravity of the physics scene.
void setLocalForce(int bodyID, float forceX, float forceY, float forceZ)
Use this function to apply a local force to a physics body.
void rayGetNormal(int rayID)
Pass in the rayID from a raycast that has been used to get the normal of the surface the ray has inte...
void rotate(int bodyID, float x, float y, float z, float w)
Rotates a kinematic Rigidbody to a set orientation.
void setTriggerOrientation(int bodyID, float w, float x, float y, float z)
Sets the rotation of a spawned trigger using a quaternion value.
float getVelocityMagnitude(int bodyID)
Use this function to get the speed of the physics body in (meters per second).
void move(int bodyID, float x, float y, float z)
Moves a kinematic Rigidbody by a set amount.