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Skyline Lua API
Version 1.0
Lua Script Reference for Skyline Game Engine.
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This is the complete list of members for Physics, including all inherited members.
| addBody(int entityID, enum body_Type, int dynamic, int mass) | Physics | |
| addBody(int objID, enum body_Type, int isDynamic, int mass, int isKinematic) | Physics | |
| addPlayerBody(int objID, float radius, float height, float heightOffset, int dynamic) | Physics | |
| addTrigger(int entityID, int eventFlag) | Physics | |
| assignGroupCollisionFlag(int bodyID, int groupFlag) | Physics | |
| createRay() | Physics | |
| deleteRay(int rayID) | Physics | |
| getAngularDamping(int bodyID) | Physics | |
| getAngularVelocity(int bodyID) | Physics | |
| getBodyID(int objID) | Physics | |
| getBounce(int bodyID) | Physics | |
| getContactData() | Physics | |
| getContactEntID() | Physics | |
| getContactForce(int shapeid) | Physics | |
| getContactNormal() | Physics | |
| getContactNumShapes() | Physics | |
| getContactPoint(int shapeid) | Physics | |
| getFriction(int bodyID) | Physics | |
| getGameType(int objID) | Physics | |
| getGravity() | Physics | |
| getLinearDamping(int bodyID) | Physics | |
| getMass(int bodyID) | Physics | |
| getPosition(int bodyID) | Physics | |
| getRotation(int bodyID) | Physics | |
| getStaticOffset(int bodyID) | Physics | |
| getVelocity(int bodyID) | Physics | |
| getVelocityMagnitude(int bodyID) | Physics | |
| move(int bodyID, float x, float y, float z) | Physics | |
| pause() | Physics | |
| rayDebugLines(int rayID, int state) | Physics | |
| rayFromIDToID(int rayID, int sourceID, int targetID, float range, int optionalQueryFlag) | Physics | |
| rayFromPoint(int rayID, float x, float y, float z, float qw, float qx, float qy, float qz, float range) | Physics | |
| rayFromPointByAxis(int rayID, float x, float y, float z, float rx, float ry, float rz, float range) | Physics | |
| rayGetDistance(int rayID) | Physics | |
| rayGetImpactPos(int rayID) | Physics | |
| rayGetNormal(int rayID) | Physics | |
| removeBody(int objID, int bodyID) | Physics | |
| resume() | Physics | |
| rotate(int bodyID, float x, float y, float z, float w) | Physics | |
| setActive(int bodyID, int state) | Physics | |
| setAngularDamping(int bodyID, float angularDamping) | Physics | |
| setAngularVelocity(int bodyID, float x, float y, float z) | Physics | |
| setBodyGravity(int bodyID, float x, float y, float z) | Physics | |
| setBounce(int bodyID, float bounce) | Physics | |
| setCollisionEnable_OnEnd(int bodyID) | Physics | |
| setCollisionEnable_OnStart(int bodyID) | Physics | |
| setCollisionEnable_OnStay(int bodyID) | Physics | |
| setCollisionFlag(int bodyID, int eventFlag) | Physics | |
| setForce(int bodyID, x, y, z) | Physics | |
| setForceAtPoint(int bodyID, float posX, float posY, float posZ, float forceX, float forceY, float forceZ) | Physics | |
| setFriction(int bodyID, float friction) | Physics | |
| setGameType(int objID, String gameType) | Physics | |
| setGravity(x, y, z) | Physics | |
| setGroupCollisionFlag(int groupFlag_1, int groupFlag_2, bool state) | Physics | |
| setImpulse(int bodyID, x, y, z) | Physics | |
| setImpulseAtPoint(int bodyID, float posX, float posY, float posZ, float impulseX, float impulseY, float impulseZ) | Physics | |
| setLinearDamping(int bodyID, float linearDamping) | Physics | |
| setLocalForce(int bodyID, float forceX, float forceY, float forceZ) | Physics | |
| setLocalForceAtPoint(int bodyID, float posX, float posY, float posZ, float forceX, float forceY, float forceZ) | Physics | |
| setLocalImpulse(int bodyID, float impulseX, float impulseY, float impulseZ) | Physics | |
| setLocalImpulseAtPoint(int bodyID, float posX, float posY, float posZ, float impulseX, float impulseY, float impulseZ) | Physics | |
| setMass(int bodyID, float mass) | Physics | |
| setMaxAngularVelocity(int bodyID, x, y, z) | Physics | |
| setPosition(int bodyID, float x, float y, float z) | Physics | |
| setRotation(int bodyID, float w, float x, float y, float z) | Physics | |
| setSceneGravity(float x, float y, float z) | Physics | |
| setSkinWidth(int bodyID, float width) | Physics | |
| setTerrainBounce(float bounce) | Physics | |
| setTerrainFriction(float friction) | Physics | |
| setTriggerOrientation(int bodyID, float w, float x, float y, float z) | Physics | |
| setTriggerPosition(int bodyID, float x, float y, float z) | Physics | |
| setVelocity(int bodyID, x, y, z) | Physics |