Skyline Lua API  Version 1.0
Lua Script Reference for Skyline Game Engine.
Physics Class Reference

#include <LUA_API_Physics.h>

Public Member Functions

void pause ()
 Pauses the Physics system from updating meaning all physics object will stop moving, but also wont be collidable. No Arguments required. More...
 
void resume ()
 Resumes the physics which allows the update routines to work again as normal. No Arguments required. More...
 
int addBody (int entityID, enum body_Type, int dynamic, int mass)
 Use this function to add a rigid body to the entity defined. More...
 
int addTrigger (int entityID, int eventFlag)
 Use this function to add a Trigger volume to the defined entity. More...
 
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 recieve collision event data. More...
 
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. More...
 
void removeBody (int objID, int bodyID)
 REmoves an existing ridgid body. More...
 
int getBodyID (int objID)
 Use this function to return the rigid body ID of an existing rigid body. More...
 
void setActive (int bodyID, int state)
 Use this function to enable/disable an existing rigid body. More...
 
void setSkinWidth (int bodyID, float width)
 Set the skin width of the physics object. More...
 
void setMass (int bodyID, float mass)
 Use this function to set the mass of an existing rigid body. More...
 
float getMass (int bodyID)
 Use this function to return the mass of an existing rigid body. More...
 
void setBounce (int bodyID, float bounce)
 Use this function to set the bounce amount of an existing rigid body. More...
 
float getBounce (int bodyID)
 Use this function to return the bounce of an existing rigid body. More...
 
void setFriction (int bodyID, float friction)
 Use this function to set the friction amount of an existing rigid body. More...
 
float getFriction (int bodyID)
 Use this function to return the friction of an existing rigid body. More...
 
void setTerrainBounce (float bounce)
 Use this function to set the bounce amount of a terrain rigid body. More...
 
void setTerrainFriction (float friction)
 Use this function to set the friction amount of a terrain rigid body. More...
 
void setAngularVelocity (int bodyID, float x, float y, float z)
 Use this function to apply an angular velocity to the physics body. More...
 
float3 getAngularVelocity (int bodyID)
 Use this function to get the angular velocity of the physics body in a float3. More...
 
void setMaxAngularVelocity (int bodyID, x, y, z)
 Use this function to increase the maximum allowed rotational velocity. More...
 
void setVelocity (int bodyID, x, y, z)
 Use this function to apply a vector velocity to an existing rigid body. More...
 
void getVelocity (int bodyID)
 Use this function get the velocity of an existing rigid body. More...
 
float getVelocityMagnitude (int bodyID)
 Use this function to get the speed of the physics body in (meters per second). More...
 
void setLinearDamping (int bodyID, float linearDamping)
 Sets the linear damping coefficient of a physics body. More...
 
float getLinearDamping (int bodyID)
 Gets the linear damping coefficient from a physics body. More...
 
void setAngularDamping (int bodyID, float angularDamping)
 Sets the angular damping coefficient of a physics body. More...
 
float getAngularDamping (int bodyID)
 Gets the angular damping coefficient from a physics body. More...
 
void setImpulse (int bodyID, x, y, z)
 Use this function to apply a vector Impulse to an existing rigid body. More...
 
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. More...
 
void setLocalImpulse (int bodyID, float impulseX, float impulseY, float impulseZ)
 Use this function to apply a local impulse to a physics body. More...
 
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. More...
 
void setForce (int bodyID, x, y, z)
 Use this function to apply a vector Force to an existing rigid body. More...
 
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. More...
 
void setLocalForce (int bodyID, float forceX, float forceY, float forceZ)
 Use this function to apply a local force to a physics body. More...
 
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. More...
 
void setGravity (x, y, z)
 Sets the global gravity of the physic simulation. More...
 
void setRotation (int bodyID, float w, float x, float y, float z)
 Sets the rotation of the physic body. More...
 
float4 getRotation (int bodyID)
 Gets the rotation as a quaternion of the physics body specified. More...
 
void setPosition (int bodyID, float x, float y, float z)
 Sets the position of the physic body. More...
 
float3 getPosition (int bodyID)
 Gets the position of the physics body. More...
 
void setBodyGravity (int bodyID, float x, float y, float z)
 **DEPRECIATED BULLET ** Sets the gravity of the specified rigidbody. More...
 
float3 getGravity ()
 Get the global gravity of the current physics simulation. More...
 
int createRay ()
 Creates a unique ray ready for ray casting. More...
 
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. More...
 
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. More...
 
void rayDebugLines (int rayID, int state)
 Creates a unique ray ready for ray casting. More...
 
void deleteRay (int rayID)
 Deletes the ray with the id rayID. More...
 
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. More...
 
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 intersected with The normal is the perpendicular angle to the face of the object intersected This is useful to raycast and find the angle a character is walking up or the angle a vehicle is driving up. More...
 
void rayGetImpactPos (int rayID)
 Pass in the rayID from a raycast that has been used to get the impact position of the ray. When you raycast; if the ray hits any other physics object, then the position of that collision is passed back in this function. More...
 
void setCollisionEnable_OnStart (int bodyID)
 Sets the contact report flag for collision start ie the first collision contact. More...
 
void setCollisionEnable_OnStay (int bodyID)
 Sets the contact report flag for collision stay, ie while the objects intersect. More...
 
void setCollisionEnable_OnEnd (int bodyID)
 Sets the contact report flag for collision end, ie as the object leaves the collision area. More...
 
void setTriggerPosition (int bodyID, float x, float y, float z)
 Sets position of a spawned trigger using a float3. More...
 
void setTriggerOrientation (int bodyID, float w, float x, float y, float z)
 Sets the rotation of a spawned trigger using a quaternion value. More...
 
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. More...
 
void setGameType (int objID, String gameType)
 Sets the collision type for the physics object. Use this to quickly check for a specific type of objects when colliding. More...
 
void setGroupCollisionFlag (int groupFlag_1, int groupFlag_2, bool state)
 Enables the collision between two groups passed in the groupFlag arg. More...
 
void assignGroupCollisionFlag (int bodyID, int groupFlag)
 Define which groups this object belongs to. More...
 
void setSceneGravity (float x, float y, float z)
 Set the gravity of the physics scene. More...
 
void move (int bodyID, float x, float y, float z)
 Moves a kinematic Rigidbody by a set amount. More...
 
void rotate (int bodyID, float x, float y, float z, float w)
 Rotates a kinematic Rigidbody to a set orientation. More...
 
void getContactData ()
 Contafct Data. More...
 
void getContactNumShapes ()
 Get contact Shape Number. More...
 
float3 getContactPoint (int shapeid)
 Get the Contact Point. More...
 
float getContactForce (int shapeid)
 Get the force of the contact. More...
 
float3 getContactNormal ()
 Get contact normal. More...
 
int getContactEntID ()
 Get the ID of the object that made contact. More...
 
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 omit certian objects from being hit. More...
 
int addBody (int objID, enum body_Type, int isDynamic, int mass, int isKinematic)
 Update to physics.addBody(..) if isKinematic = 1 then body uses kinemetic move, rotate Note isDynamic should also =1 as kinematic bodies are dynamic but do not respond to forces. More...
 
float3 getStaticOffset (int bodyID)
 Get Static Offset the offset of the bodies position on the object. More...
 

Detailed Description

All Physics functions can be accessed through the use of this class. Use as physics.function()
By adding a physics rigid body to an object you enable it to be controlled by the physics simulation. For more information on how these functions can be used please visit the User Manual - https://home.aurasoft-skyline.co.uk

Member Function Documentation

int Physics::addBody ( int  entityID,
enum  body_Type,
int  dynamic,
int  mass 
)

Use this function to add a rigid body to the entity defined.

Parameters
entityID: The ID of the Entity to add a rigid body to.
body_Type: the body type is represented by the numbers 0-5
dynamic: pass 1 or 0 to make this body Dynamic or static. Once Static it will not be used in any dynamic physics calculations,
but will still act as a collision surface.
mass: This is an optional parameter to the set the mass of a rigidbody. > 0 will set mass.
If you leave the property out, then the default 10 is used
Returns
int :returns the ID of the newly created rigid body for later use.

Use the following enums for the body_Type argument or their corresponding number. 0 = enum.body_Cube()
1 = enum.body_Sphere()
2 = enum.body_Cylinder()
3 = enum.body_Capsule()
4 = enum.body_PlayerCapsule()
5 = enum.body_ConvexHull()
6 = enum.body_MeshHull()

By adding a rigid body to the object you can define how the object will be seen by the physics simulation. Some body types
are faster than others, try not to use the mesh body type unless really needed as this uses the most performance. If you never
need to move the object in game set dynamic = 0 to make the body a static collision object.

The following is a Small Example on how to use this function:

function spawnRidgidBody()
    x,y,z = entity.getPosition(obj);
    posx = x+math.random(-10,10);
    posy = y+math.random(-10,10);
    posz = z+math.random(-10,10);
    id = entity.spawn("Sphere_Med",posx,posy+10,posz,1,1,1);
    entity.addScript( id, "/TimedSelfRemoval.lua" );
    bid = physics.addBody(id,enum.body_Sphere(),1);

    -- or if you want to specify a custom mass instead of the default 10
    -- mass = 10000;
    --bid = physics.addBody(id,enum.body_Sphere(), 1, mass);

end
int Physics::addBody ( int  objID,
enum  body_Type,
int  isDynamic,
int  mass,
int  isKinematic 
)

Update to physics.addBody(..) if isKinematic = 1 then body uses kinemetic move, rotate Note isDynamic should also =1 as kinematic bodies are dynamic but do not respond to forces.

obj = 0;
function 
    bodyID = physics.addBody(int objID,enum body_Type, int isDynamic, int mass, int isKinematic);
end
int Physics::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.

Parameters
objID: The ID of the Entity to add a rigid body to.
radius: The radius of the rigid body capsule
height: height of the body totalHeight = height + 2*Radius
heightOffset: the Y axis offset but will still act as a collision surface.
dynamic: pass 1 or 0 to make this body Dynamic or static. Once Static it will not be used in any dynamic physics calculations,
but will still act as a collision surface.
Returns
int :returns the ID of the newly created rigid body for later use.

This special body is a player capsule is a full dynamic character controller that remains vertical, ie never fall over. It can be adjusted with
radius, height and y offset to match your character.

The following is a Small Example on how to use this function:

function onInit(objID)
    sky.lprint("\n Simple Physics Character Controller :: Active"); 
    obj = objID;
    bodyID = physics.addPlayerBody(obj, radius, height, heightOffset, 1);
    physics.setMass(bodyID,2);
    physics.setBounce(bodyID,0);
    physics.setFriction(bodyID,1.0);    
end
int Physics::addTrigger ( int  entityID,
int  eventFlag 
)

Use this function to add a Trigger volume to the defined entity.

Parameters
entityID: The ID of the Entity to add a trigger volume to.
eventFlag: The bitwise flag to enable trigger contact. Trigger Event Flag examples: on_enter = 1, on_stay = 2, on_leave = 4 add the numbers to acess any combination. 3 = enter+stay
Returns
int :returns the ID of the newly created rigid body for later use. returns -1 when failed.

By adding a Trigger Volume to the object you can effectivly change the objects shape into the volume to act
as the trigger. Any phyics object entering this volume will trigger an event.

The following is a Small Example on how to use this function:

function newTrigger()
    mesh  = entity.spawn("Sphere",x,y+6,z,1,1,1);   
    tID = physics.addTrigger(mesh,1);
    entity.addScript( mesh, "/testtrigger.lua" );
    entity.setMaterialName(mesh, "Skyline_System_TriggerVolume"); 
    sky.lprint("Trigger created with ID ="..tID);
end
void Physics::assignGroupCollisionFlag ( int  bodyID,
int  groupFlag 
)

Define which groups this object belongs to.

Parameters
bodyID: The rigid body ID of the flag to set
groupFlag: Integer group flag value in the range 0 - 30

Use this to set any ridgid body's group flag
To enable/disable any group flag pair please see setGroupCollisionFlag(...)

The following is a Small Example on how to use this function:

obj = 0;
function onInit(objID)
    sky.lprint("LUA: O2 Active!");
    obj = objID;
    bodyID = physics.getBodyID(obj);
    physics.assignGroupCollisionFlag(bodyID,2);
end
int Physics::createRay ( )

Creates a unique ray ready for ray casting.

Returns
rayID: REturns the int rayID of the new ray

The following is a Small Example on how to use this function:

function onInit(objID)
    obj = objID;
    rayID = physics.createRay();
end
void Physics::deleteRay ( int  rayID)

Deletes the ray with the id rayID.

Parameters
rayIDThe int rayID of the ray

The following is a Small Example on how to use this function:

function onStop()
    physics.deleteRay(rayID)
end
float Physics::getAngularDamping ( int  bodyID)

Gets the angular damping coefficient from a physics body.

Parameters
bodyID: The ID of the rigid body we want to get a angular damping from.
Returns
damping : The current angular damping of the specified physics body.
function temp()
    currentAngularDamping = physics.getAngularDamping(bid);
end
float3 Physics::getAngularVelocity ( int  bodyID)

Use this function to get the angular velocity of the physics body in a float3.

Parameters
bodyID: The ID of the rigid body we want to get.

The following is a Small Example on how to use this function:

function temp()
    x,y,z = physics.getAngularVelocity(bid);
end
int Physics::getBodyID ( int  objID)

Use this function to return the rigid body ID of an existing rigid body.

Parameters
objID: The ID of the entity we want to get the rigid body ID from.
Returns
int: A value representing the ID of the body.

Returns the ID of a rigid body.
Also you cannot use this function in the scene scripts onInit() as any rigidbody is not yet created. Use the postInit() event instead.

The following is a Small Example on how to use this function:

function onInit()
    bodyID = physics.getBodyID(obj);
end
float Physics::getBounce ( int  bodyID)

Use this function to return the bounce of an existing rigid body.

Parameters
bodyID: The ID of the rigid body we want to set.
Returns
float: A float value representing the mass of the body.

Returns the bounce of the rigid body. see getBounce(bodyID)
The following is a Small Example on how to use this function:

function addRigidBody()
    bodyID = physics.addBody(id,enum.body_Sphere(),0);
    bounce = physics.getBounce(bodyID);
end
void Physics::getContactData ( )

Contafct Data.

The following is a Small Example on how to use this function:

obj = 0;
function onInit(objID)
    physics.getContactData();
end
int Physics::getContactEntID ( )

Get the ID of the object that made contact.

The following is a Small Example on how to use this function:

obj = 0;
function 
    contactID = physics.getContactEntID();
end
float Physics::getContactForce ( int  shapeid)

Get the force of the contact.

Gets point the shape made contact

The following is a Small Example on how to use this function:

obj = 0;
function  
    contactforce = physics.getContactForce(shapeno);

end
float3 Physics::getContactNormal ( )

Get contact normal.

The following is a Small Example on how to use this function:

obj = 0;
function 
    nx,ny,nz = physics.getContactNormal();
end
void Physics::getContactNumShapes ( )

Get contact Shape Number.

Gets the number of the shape that has made contact with the object.

The following is a Small Example on how to use this function:

obj = 0;
function 
    shapeno = physics.getContactNumShapes();
end
float3 Physics::getContactPoint ( int  shapeid)

Get the Contact Point.

Gets point the shape made contact

The following is a Small Example on how to use this function:

obj = 0;
function 
    contx,conty,contz = physics.getContactPoint(shapeno);
end
float Physics::getFriction ( int  bodyID)

Use this function to return the friction of an existing rigid body.

Parameters
bodyID: The ID of the rigid body we want to set.
Returns
float: A float value representing the mass of the body.

Returns the friction of the rigid body. see getBounce(bodyID)
The following is a Small Example on how to use this function:

function addRigidBody()
    bodyID = physics.addBody(id,enum.body_Sphere(),0);
    bounce = physics.getFriction(bodyID);
end
String Physics::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.

Parameters
objID: The ID of the object ( not the bodyID )we want to set the collision type to.
Returns
String : the type defined for this object.

The following is a Small Example on how to use this function:

    game_type= physics.getGameType(objID);
float3 Physics::getGravity ( )

Get the global gravity of the current physics simulation.

Returns
x,y,z: A vector3 representing the gravity.

The following is a Small Example on how to use this function:

function onInit()
    x,y,z = physics.getGravity();
end
float Physics::getLinearDamping ( int  bodyID)

Gets the linear damping coefficient from a physics body.

Parameters
bodyID: The ID of the rigid body we want to get a linear damping from.
Returns
damping : The current linear damping of the specified physics body.
function temp()
    currentLinearDamping = physics.getLinearDamping(bid);
end
float Physics::getMass ( int  bodyID)

Use this function to return the mass of an existing rigid body.

Parameters
bodyID: The ID of the rigid body we want to set.
Returns
float: A float value representing the mass of the body.

Returns the mass of the rigid body. see setMass(bodyID,mass)
The following is a Small Example on how to use this function:

function addRigidBody()
    bodyID = physics.addBody(id,enum.body_Sphere(),0);
    mass = physics.getMass(bodyID);
end
float3 Physics::getPosition ( int  bodyID)

Gets the position of the physics body.

Parameters
bodyID: The ID of the rigid body we want to get.
Returns
x : A float value representing the X position component.
y : A float value representing the Y position component.
z : A float value representing the Z position component.

The following is a Small Example on how to use this function:

function onInit(objID)
    sky.lprint("LUA: Script Active!"); 
    obj = objID;
    bodyID = physics.getBodyID(obj);
    x,y,z = physics.getPosition(bodyID);
    -- or
    pPos = newType.vec3(physics.getPosition(bodyID));
    -- use as pPos.x, pPos.y, pPos.z
end
float4 Physics::getRotation ( int  bodyID)

Gets the rotation as a quaternion of the physics body specified.

Parameters
bodyID: The ID of the rigid body we want to get rotation from.

The following is a Small Example on how to use this function:

function onInit(objID)
    obj = objID;
    bodyID = physics.getBodyID(obj);
    w,x,y,z = physics.getRotation(bodyID);
    -- or
    pRot = newType.vec4(physics.getRotation(bodyID));
end
float3 Physics::getStaticOffset ( int  bodyID)

Get Static Offset the offset of the bodies position on the object.

obj = 0;
function 

    offsetx,offsety,offsetz = getStaticOffset(bodyID);
end
void Physics::getVelocity ( int  bodyID)

Use this function get the velocity of an existing rigid body.

Parameters
bodyID: The ID of the rigid body we want to return the value from.
Returns
x : A float value representing the X velocity
y : A float value representing the Y velocity
z : A float value representing the Z velocity

getVelocity(...) returns a vector representing the velocity of the body.

The following is a Small Example on how to use this function:

function setSpeed(speed)
    vx,vy,vz = physics.getVelocity(bodyID);
    physics.setVelocity(bodyID, speed ,vy, 0);
end
float Physics::getVelocityMagnitude ( int  bodyID)

Use this function to get the speed of the physics body in (meters per second).

Parameters
bodyID: The ID of the rigid body we want to get.

Using the returned m/s value, you can convert to other unit forms such as mph, or kph with ease.
See the small example below

function temp()
    speedMeterPerSec = physics.getVelocityMagnitude(bid);
    speedKPH = speedMeterPerSec  * 3.6f;
    speedMPH = speedKPH / 1.6;  
end
void Physics::move ( int  bodyID,
float  x,
float  y,
float  z 
)

Moves a kinematic Rigidbody by a set amount.

Parameters
X: Move the X Axis Position of the kinematic body
Y: Move the Y Axis Position of the kinematic body
Z: Move the Z Axis Position of the kinematic body

The following is a Small Example on how to use this function:

obj = 0;
function onInit(objID)
    obj = objID;
    physics.move(physics.getBodyID(obj), 0, 1, 0); 
end
void Physics::pause ( )

Pauses the Physics system from updating meaning all physics object will stop moving, but also wont be collidable. No Arguments required.

    physics.pause();
void Physics::rayDebugLines ( int  rayID,
int  state 
)

Creates a unique ray ready for ray casting.

Parameters
rayIDThe int rayID of the ray
state1-0 to enable/disable the debug lines for the ray

Note: a ray must first exist by calling creatRay() before setting the debuglines.

The following is a Small Example on how to use this function:

function onKeyDown( key )
    physics.rayDebugLines(rayID,1);
end

function onKeyUp( key )
    physics.rayDebugLines(rayID,0   );
end
float4 Physics::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 omit certian objects from being hit.

obj = 0;
function 
    id,posX,poY,posZ = rayFromIDToID(rayID, sourceID, targetID, range, optionalQueryFlag);
end
float4 Physics::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.

Parameters
x,y,z: float values for the ray start position.
qw,qx,qy,qz: float values for the ray direction
range: float values for the ray distance, how far to cast the ray.
Returns
hitID: the objID of the object the ray intersects
x,y,z: the rays intersecting world position.

The following is a Small Example on how to use this function:

function onInit(objID)
    sky.lprint("LUA: Script Active!"); 
    obj = objID;
    rayID = physics.createRay();
end

function onUpdate(td)
    range = 10;
    x,y,z = entity.getPosition(obj)
    qw,qx,qy,qz = entity.getWorldOrientation(obj)
    hitID,pox,posy,posz = physics.rayFromPoint(rayID, x,y+1,z,qw,qx,qy,qz,range);
end
float4 Physics::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.

Parameters
x,y,z: float values for the ray start position.
rx,ry,rz: float values for the ray direction specified by axis:
(1,0,0) x axis
(0,1,0) y axis
(0,0,1) z axis
(-1,0,0) -x axis
(0,-1,0) -y axis
(0,0,-1) -z axis
range: float values for the ray distance, how far to cast the ray.
Returns
hitID: the objID of the object the ray intersects
x,y,z: the rays intersecting world position.

The difference between this function and rayFromPoint is that is takes a float3
direction instead of float3 orientation.

The following is a Small Example on how to use this function:

function onInit(objID)
    sky.lprint("LUA: Script Active!"); 
    obj = objID;
    rayID = physics.createRay();
end

function onUpdate(td)
    range = 10;
    x,y,z = entity.getPosition(obj)
    rayDir = newType.vec3(0,-1,0);
    hitID,pox,posy,posz = physics.rayFromPointByAxis(rayID, x,y,z, rayDir.x, rayDir.y, rayDir.z, range);
end
void Physics::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.

Parameters
rayIDThe int rayID of the ray

The following is a Small Example on how to use this function:

function onInit(objID)
    sky.lprint("LUA: Script Active!"); 
    obj = objID;
    rayID = physics.createRay();
end

function onUpdate(td)
    range = 10;
    x,y,z = entity.getPosition(obj)
    qw,qx,qy,qz = entity.getWorldOrientation(obj)
    hitID,pox,posy,posz = physics.rayFromPoint(rayID, x,y+1,z, qw,qx,qy,qz, range);

    distance = physics.rayGetDistance(rayID);

end
void Physics::rayGetImpactPos ( int  rayID)

Pass in the rayID from a raycast that has been used to get the impact position of the ray. When you raycast; if the ray hits any other physics object, then the position of that collision is passed back in this function.

Note: This is the impact position is world space

Parameters
rayIDThe int rayID of the ray

The following is a Small Example on how to use this function:

function onInit(objID)
    sky.lprint("LUA: Script Active!"); 
    obj = objID;
    rayID = physics.createRay();
end

function onUpdate(td)
    range = 10;
    x,y,z = entity.getPosition(obj)
    qw,qx,qy,qz = entity.getWorldOrientation(obj)
    hitID,pox,posy,posz = physics.rayFromPoint(rayID, x,y+1,z,qw,qx,qy,qz, range);

    rayPos = newType.vec3(physics.rayGetImpactPos(rayID));

end
void Physics::rayGetNormal ( int  rayID)

Pass in the rayID from a raycast that has been used to get the normal of the surface the ray has intersected with The normal is the perpendicular angle to the face of the object intersected This is useful to raycast and find the angle a character is walking up or the angle a vehicle is driving up.

Note: This is the normal is world space

Parameters
rayIDThe int rayID of the ray

The following is a Small Example on how to use this function:

function onInit(objID)
    sky.lprint("LUA: Script Active!"); 
    obj = objID;
    rayID = physics.createRay();
end

function onUpdate(td)
    range = 10;
    x,y,z = entity.getPosition(obj)
    qw,qx,qy,qz = entity.getWorldOrientation(obj)
    hitID,pox,posy,posz = physics.rayFromPoint(rayID, x,y+1,z,qw,qx,qy,qz, range);

    normal = newType.vec3(physics.rayGetNormal(rayID));

end
void Physics::removeBody ( int  objID,
int  bodyID 
)

REmoves an existing ridgid body.

Parameters
objID: The ID of the Entity with the physics body.
bodyID: ID of body to remove
physics.removeBody(int objID, int bodyID);
void Physics::resume ( )

Resumes the physics which allows the update routines to work again as normal. No Arguments required.

    physics.resume();
void Physics::rotate ( int  bodyID,
float  x,
float  y,
float  z,
float  w 
)

Rotates a kinematic Rigidbody to a set orientation.

Parameters
X: Rotation on the X axis for a quaternion.
Y: Rotation on the Y axis for a quaternion.
Z: Rotation on the Z axis for a quaternion.
W: Rotation on the W axis for a quaternion.

The following is a Small Example on how to use this function:

obj = 0;
function onInit(objID)
    obj = objID;
    physics.rotate(physics.getBodyID(obj), x, y, z, w); -- Note: The W is at the back instead of the front with this function.
end
void Physics::setActive ( int  bodyID,
int  state 
)

Use this function to enable/disable an existing rigid body.

Parameters
bodyID: The ID of the rigid body we want to set.
state: A 1/0 value where state=1 is active

To make an object go to sleep until it is needed helps with performance to do so call setActive(bodyID,0).
To re-awaken the object simply call setActive(bodyID,1).
Note if the body has been created with its dynamic variable set to 0 and is thus a static object any calls
to setActive(..) will have no effect.

The following is a Small Example on how to use this function:

function spawnRidgidBody()
    id = entity.spawn("Sphere_Med",0,5,0,1,1,1);
    bodyID = physics.addBody(id,enum.body_Sphere(),1);
    physics.setActive(bodyID,0);-- send to sleep
    physics.setActive(bodyID,1);-- wake up
end
void Physics::setAngularDamping ( int  bodyID,
float  angularDamping 
)

Sets the angular damping coefficient of a physics body.

Parameters
bodyID: The ID of the rigid body we want to set a angular damping to.
damping: 0.0 means no damping; > 0 increases damping. Around 10.0 restricts movement a lot.
The value to send for angular damping - Zero represents no damping.
The angular damping coefficient must be a positive value.

Giving a greater value than 0 will make it harder for the physics object to rotate.

function temp()
    physics.setAngularDamping(bid, 0.4);
end
void Physics::setAngularVelocity ( int  bodyID,
float  x,
float  y,
float  z 
)

Use this function to apply an angular velocity to the physics body.

Parameters
bodyID: The ID of the rigid body we want to set.
x: A float value representing the X velocity to be applied to the rigidbody defined by bodyID.
y: A float value representing the Y velocity to be applied to the rigidbody defined by bodyID.
z: A float value representing the Z velocity to be applied to the rigidbody defined by bodyID.

By calling setAngularVelocity(...) you can induce a constant rotation upon the physics body which
is slowed down by the angular damping of the object.

The following is a Small Example on how to use this function:

function spawnRidgidBody()
    x,y,z = entity.getPosition(obj);
    id = entity.spawn("Sphere_Med",x,y+10,z,1,1,1);
    bid = physics.addBody(id,0,1);
    physics.setAngularVelocity(bid,math.random(-3,3),math.random(20,30),math.random(-3,3));
end
void Physics::setBodyGravity ( int  bodyID,
float  x,
float  y,
float  z 
)

**DEPRECIATED BULLET ** Sets the gravity of the specified rigidbody.

Parameters
bodyID: The ID of the rigid body we want to use.
x: A float value representing the X Global Gravity.
y: A float value representing the Y Global Gravity.
z: A float value representing the Z Global Gravity.

When you need to have more control over how gravity affects you rigid body you can call setBodyGravity(...) to
change how gravity affect the body. This does not change how gravity changes other object in the simulation, use
setBodyGravity(...) to effect every object.

The following is a Small Example on how to use this function:

function onInit(objID)
    sky.lprint("\n Simple Physics Character Controller :: Active"); 
    obj = objID;
    bodyID = physics.addPlayerBody(obj, radius, height, heightOffset, 1);
    physics.setMass(bodyID,2);
    physics.setBounce(bodyID,0);
    physics.setFriction(bodyID,1.0);
    physics.setBodyGravity(bodyID,0,gravityOffset,0);
end
void Physics::setBounce ( int  bodyID,
float  bounce 
)

Use this function to set the bounce amount of an existing rigid body.

Parameters
bodyID: The ID of the rigid body we want to set.
bounce: A float value representing the bounce of the body.

The bounce of a rigid body affects how this object will perform on contact with another rigid body. The higher the value the
greater the rebound bounce will be, setBounce(0) to stop bouncing. Note: the surface this object has contacted must have a
bounce value greater than 0 for any bounce to occure.

The following is a Small Example on how to use this function:

function addRigidBody()
    bid = physics.addBody(id,enum.body_Sphere(),0);
    physics.setMass(bid,100);
    physics.setBounce(bid,0.2);
    physics.setFriction(bid,1);
end
void Physics::setCollisionEnable_OnEnd ( int  bodyID)

Sets the contact report flag for collision end, ie as the object leaves the collision area.

Parameters
bodyID: The ID of the rigid body we want to set.
mass: A float value representing the mass of the body.

This command is required if you need to use collision events
The following is a Small Example on how to use this function:

function addRigidBody(mass,friction,bounce)
    bodyID = physics.addBody(id,enum.body_Sphere(),0);
    physics.setCollisionEnable_OnStart(bodyID)
end
void Physics::setCollisionEnable_OnStart ( int  bodyID)

Sets the contact report flag for collision start ie the first collision contact.

Parameters
bodyID: The ID of the rigid body we want to set.
mass: A float value representing the mass of the body.

This command is required if you need to use collision events
The following is a Small Example on how to use this function:

function addRigidBody(mass,friction,bounce)
    bodyID = physics.addBody(id,enum.body_Sphere(),0);
    physics.setCollisionEnable_OnStart(bodyID)
end
void Physics::setCollisionEnable_OnStay ( int  bodyID)

Sets the contact report flag for collision stay, ie while the objects intersect.

Parameters
bodyID: The ID of the rigid body we want to set.
mass: A float value representing the mass of the body.

This command is required if you need to use collision events
The following is a Small Example on how to use this function:

function addRigidBody(mass,friction,bounce)
    bodyID = physics.addBody(id,enum.body_Sphere(),0);
    physics.setCollisionEnable_OnStart(bodyID)
end
void Physics::setCollisionFlag ( int  bodyID,
int  eventFlag 
)

Use this function to add any of the collision Event data to a scipt. Mainly used for microscripts to recieve collision event data.

Parameters
body: The ID of the Physics body you wish to add these flags to.
eventFlag: The bitwise flag to enable trigger contact.

Flag examples: eventflag = 1 :: NX_NOTIFY_ON_START_TOUCH; eventflag = 2 :: NX_NOTIFY_ON_END_TOUCH; eventflag = 3 :: NX_NOTIFY_ON_START_TOUCH and NX_NOTIFY_ON_END_TOUCH; eventflag = 4 :: NX_NOTIFY_ON_TOUCH; eventflag = 7 :: NX_NOTIFY_ON_START_TOUCH and NX_NOTIFY_ON_END_TOUCH and NX_NOTIFY_ON_TOUCH;

The following is a Small Example on how to use this function:

function onInit()
    bid = physics.addBody(id,enum.body_Sphere(),0);
    physics.setCollisionFlag(bid, 6); -- this will use all 3 collision events (start, stay, stop)
end
void Physics::setForce ( int  bodyID,
,
,
 
)

Use this function to apply a vector Force to an existing rigid body.

Parameters
bodyID: The ID of the rigid body we want to set.
x: A float value representing the X Force to be applied to the rigidbody defined by bodyID.
y: A float value representing the Y Force to be applied to the rigidbody defined by bodyID.
z: A float value representing the Z Force to be applied to the rigidbody defined by bodyID.

By calling setForce(...) an Force is applied to the specified rigidbody defined by bodyID.
A force is similar to setting velocity but differs in that the objects mass affects how much movement the force
imparts, but the speed remains constant unlike setImpulse(..).

The following is a Small Example on how to use this function:

function spawnRidgidBody()
    x,y,z = entity.getPosition(obj);
    id = entity.spawn("Sphere_Med",x,y+10,z,1,1,1);
    
    bodyID = physics.addBody(id,0,1);
    physics.setForce(bodyID,math.random(-3,3),math.random(20,30),math.random(-3,3));
end
void Physics::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.

Parameters
bodyID: The ID of the rigid body we want to apply the force to.
posx: A float value representing the X Position to apply the force from.
posy: A float value representing the Y Position to apply the force from.
posz: A float value representing the Z Position to apply the force from.
forcex: A float value representing the X Force to be applied to the rigidbody defined by bodyID.
forcey: A float value representing the Y Force to be applied to the rigidbody defined by bodyID.
forcez: A float value representing the Z Force to be applied to the rigidbody defined by bodyID.

By calling setForceAtPoint(...) an Force is applied to the specified rigidbody defined by bodyID.
A force is similar to setting velocity but differs in that the objects mass affects how much movement the force
imparts, but the speed remains constant unlike setImpulse(..).

The following is a Small Example on how to use this function:

function spawnRidgidBody()
    x,y,z = entity.getPosition(obj);
    id = entity.spawn("Sphere_Med",x,y+10,z,1,1,1);
    bodyID = physics.addBody(id,0,1);
    
    pos = newType.vec3(0,0,0);
    force = newType.vec3(math.random(-3,3),math.random(20,30),math.random(-3,3));
    physics.setForceAtPoint(bodyID, pos.x, pos.y, pos.z, force.x,force.y,force.z);
end
void Physics::setFriction ( int  bodyID,
float  friction 
)

Use this function to set the friction amount of an existing rigid body.

Parameters
bodyID: The ID of the rigid body we want to set.
friction: A float value representing the friction of the body.

The friction of a rigid body affects how this object will slide on a surface. The higher the value the greater the
friction will be, setFriction(0.1) to slide on an ice like surface. Note: the surface this object has contacted must have a
friction value greater than 0 for any friction effects. Also to effectivly make an object roll the objects must have some
friction on both surfaces.

The following is a Small Example on how to use this function:

function addRigidBody()
    bid = physics.addBody(id,enum.body_Sphere(),0);
    physics.setMass(bid,100);
    physics.setBounce(bid,0.2);
    physics.setFriction(bid,1);
end
void Physics::setGameType ( int  objID,
String  gameType 
)

Sets the collision type for the physics object. Use this to quickly check for a specific type of objects when colliding.

Parameters
objID: The ID of the object ( not the bodyID )we want to set the collision type to.
gameType: A string defining the collision type of this object.

The following is a Small Example on how to use this function:

    physics.setGameType(objID,"fish");
    physics.setGameType(objID,"walls");
    physics.setGameType(objID,"pickup");
    game_type= physics.getGameType(bodyID);
void Physics::setGravity ( ,
,
 
)

Sets the global gravity of the physic simulation.

Parameters
x: A float value representing the X Global Gravity.
y: A float value representing the Y Global Gravity.
z: A float value representing the Z Global Gravity.

The following is a Small Example on how to use this function:

function onInit()
    physics.setGravity(0,-9.8,0);
end
void Physics::setGroupCollisionFlag ( int  groupFlag_1,
int  groupFlag_2,
bool  state 
)

Enables the collision between two groups passed in the groupFlag arg.

Parameters
groupFlag_1: First group integer flag value in the range 0 - 30
groupFlag_2: Second group integer flag value in the range 0 - 30
state: 1/0 seting this pair as Enabled/Disabled.

In games there are many times when you require physics to only work with selected objects. For instance
if you have a physics bounds to prevent the player from going outside an area you will still need effects
and projectiles to pass through this bounds. To set the objects group flag please see assignGroupCollisionFlag(...)

The following is a Small Example on how to use this function:

physics.setGroupCollisionFlag(0,1,0); -- group 0 and 1 will not collide
physics.setGroupCollisionFlag(1,2,1); -- group 1 and 2 will collide
void Physics::setImpulse ( int  bodyID,
,
,
 
)

Use this function to apply a vector Impulse to an existing rigid body.

Parameters
bodyID: The ID of the rigid body we want to set.
x: A float value representing the X Impulse to be applied to the rigidbody defined by bodyID.
y: A float value representing the Y Impulse to be applied to the rigidbody defined by bodyID.
z: A float value representing the Z Impulse to be applied to the rigidbody defined by bodyID.

By calling setImpulse(...) an Impulse is applied to the specified rigidbody defined by bodyID. An impulse is
an accumulative force on the moving body. By repeatedly applying impulse to a body it will move faster and faster.
An impulse is affected by mass, the greater the mass the higher the impulse must be to move it. This is unlike
velocity which provides the same speed increase regardless of the mass of the object.

The following is a Small Example on how to use this function:

function spawnRidgidBody()
    x,y,z = entity.getPosition(obj);
    id = entity.spawn("Sphere_Med",x,y+10,z,1,1,1);
    bodyID = physics.addBody(id,0,1);
    physics.setImpulse(bodyID,math.random(-3,3),math.random(20,30),math.random(-3,3));
end
void Physics::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.

Parameters
bodyID: The ID of the rigid body we want to apply the impulse to.
posx: A float value representing the X Position to apply the impulse from.
posy: A float value representing the Y Position to apply the impulse from.
posz: A float value representing the Z Position to apply the impulse from.
impulsex: A float value representing the X Impulse to be applied to the rigidbody defined by bodyID.
impulsey: A float value representing the Y Impulse to be applied to the rigidbody defined by bodyID.
impulsez: A float value representing the Z Impulse to be applied to the rigidbody defined by bodyID.

By calling setImpulseAtPoint(...) an Impulse is applied to the specified rigidbody defined by bodyID. An impulse is
an accumulative force on the moving body. By repeatedly applying impulse to a body it will move faster and faster.
An impulse is affected by mass, the greater the mass the higher the impulse must be to move it. This is unlike
velocity which provides the same speed increase regardless of the mass of the object.

The following is a Small Example on how to use this function:

function spawnRidgidBody()
    x,y,z = entity.getPosition(obj);
    id = entity.spawn("Sphere_Med",x,y+10,z,1,1,1);
    bodyID = physics.addBody(id,0,1);
    
    pos = newType.vec3(0,0,0);
    impulse = newType.vec3(math.random(-3,3),math.random(20,30),math.random(-3,3));
    physics.setImpulseAtPoint(bodyID, pos.x, pos.y, pos.z, impulse.x,impulse.y,impulse.z);
end
void Physics::setLinearDamping ( int  bodyID,
float  linearDamping 
)

Sets the linear damping coefficient of a physics body.

Parameters
bodyID: The ID of the rigid body we want to set a linear damping to.
damping: The value to send for linear damping - Zero represents no damping. damping coefficient must be a positive value

Giving a greater value than 0 will make it harder for the physics object to move through the scene.

function temp()
    physics.setLinearDamping(bid, 0.4);
end
void Physics::setLocalForce ( int  bodyID,
float  forceX,
float  forceY,
float  forceZ 
)

Use this function to apply a local force to a physics body.

Parameters
bodyID: The ID of the rigid body we want to apply the force to.
forcex: A float value representing the X Local Force to be applied to the rigidbody defined by bodyID.
forcey: A float value representing the Y Local Force to be applied to the rigidbody defined by bodyID.
forcez: A float value representing the Z Local Force to be applied to the rigidbody defined by bodyID.

By calling setLocalForce(...) an Force is applied to the specified rigidbody defined by bodyID.
A force is similar to setting velocity but differs in that the objects mass affects how much movement the force
imparts, but the speed remains constant unlike setImpulse(..).

The following is a Small Example on how to use this function:

function spawnRidgidBody()
    x,y,z = entity.getPosition(obj);
    id = entity.spawn("Sphere_Med",x,y+10,z,1,1,1);
    bodyID = physics.addBody(id,0,1);
    
    localForce = newType.vec3(0, 0, 1);
    physics.setLocalForce(bodyID, localForce.x, localForce.y, localForce.z);
end
void Physics::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.

Parameters
bodyID: The ID of the rigid body we want to apply the force to.
posx: A float value representing the X Position to apply the force from in local space.
posy: A float value representing the Y Position to apply the force from in local space.
posz: A float value representing the Z Position to apply the force from in local space.
forcex: A float value representing the X Local Force to be applied to the rigidbody defined by bodyID.
forcey: A float value representing the Y Local Force to be applied to the rigidbody defined by bodyID.
forcez: A float value representing the Z Local Force to be applied to the rigidbody defined by bodyID.

By calling setLocalForceAtPoint(...) an Force is applied to the specified rigidbody defined by bodyID.
A force is similar to setting velocity but differs in that the objects mass affects how much movement the force
imparts, but the speed remains constant unlike setImpulse(..).

The following is a Small Example on how to use this function:

function spawnRidgidBody()
    x,y,z = entity.getPosition(obj);
    id = entity.spawn("Sphere_Med",x,y+10,z,1,1,1);
    bodyID = physics.addBody(id,0,1);
    pos = newType.vec3(1,0,-2); -- set 1 meter out on the x axis
    localForce = newType.vec3(1, 0, 0); -- this will set an force locally on the z axis of the model.
    physics.setLocalForceAtPoint(bodyID, pos.x, pos.y, pos.z, localForce.x, localForce.y, localForce.z);
end
void Physics::setLocalImpulse ( int  bodyID,
float  impulseX,
float  impulseY,
float  impulseZ 
)

Use this function to apply a local impulse to a physics body.

Parameters
bodyID: The ID of the rigid body we want to apply the impulse to.
impulsex: A float value representing the X Local Impulse to be applied to the rigidbody defined by bodyID.
impulsey: A float value representing the Y Local Impulse to be applied to the rigidbody defined by bodyID.
impulsez: A float value representing the Z Local Impulse to be applied to the rigidbody defined by bodyID.

By calling setLocalImpulse(...) an Impulse is applied to the specified rigidbody defined by bodyID. An impulse is
an accumulative force on the moving body. By repeatedly applying impulse to a body it will move faster and faster.
An impulse is affected by mass, the greater the mass the higher the impulse must be to move it. This is unlike
velocity which provides the same speed increase regardless of the mass of the object.

The following is a Small Example on how to use this function:

function spawnRidgidBody()
    x,y,z = entity.getPosition(obj);
    id = entity.spawn("Sphere_Med",x,y+10,z,1,1,1);
    bodyID = physics.addBody(id,0,1);
    
    localImpulse = newType.vec3(0, 0, 1); -- this will set an impulse locally on the z axis of the model.
    physics.setLocalImpulse(bodyID, localImpulse.x, localImpulse.y, localImpulse.z);
end
void Physics::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.

Parameters
bodyID: The ID of the rigid body we want to apply the impulse to.
posx: A float value representing the X Position to apply the impulse from in local space.
posy: A float value representing the Y Position to apply the impulse from in local space.
posz: A float value representing the Z Position to apply the impulse from in local space.
impulsex: A float value representing the X Local Impulse to be applied to the rigidbody defined by bodyID.
impulsey: A float value representing the Y Local Impulse to be applied to the rigidbody defined by bodyID.
impulsez: A float value representing the Z Local Impulse to be applied to the rigidbody defined by bodyID.

By calling setLocalImpulseAtPoint(...) an Impulse is applied to the specified rigidbody defined by bodyID. An impulse is
an accumulative force on the moving body. By repeatedly applying impulse to a body it will move faster and faster.
An impulse is affected by mass, the greater the mass the higher the impulse must be to move it. This is unlike
velocity which provides the same speed increase regardless of the mass of the object.

The following is a Small Example on how to use this function:

function spawnRidgidBody()
    x,y,z = entity.getPosition(obj);
    id = entity.spawn("Sphere_Med",x,y+10,z,1,1,1);
    bodyID = physics.addBody(id,0,1);
    
    pos = newType.vec3(1,0,-2); -- set 1 meter out on the x axis
    localImpulse = newType.vec3(1, 0, 0); -- this will set an impulse locally on the z axis of the model.
    physics.setLocalImpulseAtPoint(bodyID, pos.x, pos.y, pos.z, localImpulse.x, localImpulse.y, localImpulse.z);
end
void Physics::setMass ( int  bodyID,
float  mass 
)

Use this function to set the mass of an existing rigid body.

Parameters
bodyID: The ID of the rigid body we want to set.
mass: A float value representing the mass of the body.

The mass of a rigid body affects how it will behave in world, use setMass() to change the rigid bodies mass.
The following is a Small Example on how to use this function:

function addRigidBody(mass,friction,bounce)
    bodyID = physics.addBody(id,enum.body_Sphere(),0);
    physics.setMass(bodyID,mass);
    physics.setBounce(bodyID,bounce);
    physics.setFriction(bodyID,friction);
end
void Physics::setMaxAngularVelocity ( int  bodyID,
,
,
 
)

Use this function to increase the maximum allowed rotational velocity.

Parameters
bodyID: The ID of the rigid body we want to set.
maxVelocity: (7.0 - default) A float based value that sets the max angular velocity of a physics object.

The following is a Small Example on how to use this function:

function spawnRidgidBody()
    x,y,z = entity.getPosition(obj);
    id = entity.spawn("Sphere_Med",x,y+10,z,1,1,1);
    bid = physics.addBody(id,0,1);
    physics.setMaxAngularVelocity(bid, 25); -- This makes a nice boulder rolling motion down a hill. (7.0 is default)
end
void Physics::setPosition ( int  bodyID,
float  x,
float  y,
float  z 
)

Sets the position of the physic body.

Parameters
bodyID: The ID of the rigid body we want to set.
x: A float value representing the X position component.
y: A float value representing the Y position component.
z: A float value representing the Z position component.

The following is a Small Example on how to use this function:

function onInit(objID)
    sky.lprint("LUA: Script Active!"); 
    obj = objID;
    bodyID = physics.getBodyID(obj);
    physics.setPosition(bodyID, 10, 1, 0)
end
void Physics::setRotation ( int  bodyID,
float  w,
float  x,
float  y,
float  z 
)

Sets the rotation of the physic body.

Parameters
bodyID: The ID of the rigid body we want to set.
w: A float value representing the W rotation component.
x: A float value representing the X rotation component.
y: A float value representing the Y rotation component.
z: A float value representing the Z rotation component.

The following is a Small Example on how to use this function:

function onInit(objID)
    sky.lprint("LUA: Script Active!"); 
    obj = objID;
    bodyID = physics.getBodyID(obj);
    physics.setRotation(bodyID,w,x,y,z);
end
void Physics::setSceneGravity ( float  x,
float  y,
float  z 
)

Set the gravity of the physics scene.

Parameters
X: the X axis value to set for gravity.
Y: the Y axis value to set for gravity.
Z: the Z axis value to set for gravity.

This is best to use in the scene scripts onInit, so it is set up before
any rigidbody is created.

The following is a Small Example on how to use this function:

obj = 0;
function onInit(objID)
    sky.lprint("LUA: O2 Active!");
    obj = objID;
    physics.setSceneGravity(0,-9.81,0);
end
void Physics::setSkinWidth ( int  bodyID,
float  width 
)

Set the skin width of the physics object.

Parameters
bodyID: The ID of the rigid body we want to set.
width: the width of the physics object to penetrate.

The skin width is how far the object has to penetrate another physics object before collision occurs. lol :P Default is 0.01

The following is a Small Example on how to use this function:

function addRigidBody(mass,friction,bounce)
    bodyID = physics.addBody(id,enum.body_Sphere(),0);
    physics.setMass(bodyID,mass);
    physics.setBounce(bodyID,bounce);
    physics.setFriction(bodyID,friction);
end
void Physics::setTerrainBounce ( float  bounce)

Use this function to set the bounce amount of a terrain rigid body.

Parameters
bounce: A float value representing the bounce amount of the rigid body.

The bounce of a rigid body affects how this object will perform on contact with another rigid body. The higher the value the
greater the rebound bounce will be, setBounce(0) to stop bouncing. Note: for objects to bounce on the terrain the command
setTerrainBounce(value) must pass a value greater than 0.

The following is a Small Example on how to use this function:

function onInit(objID)
    sky.lprint("\n Setting Terrain Bounce Amount!"); 
    obj = objID;
    physics.setTerrainBounce(1);
end
void Physics::setTerrainFriction ( float  friction)

Use this function to set the friction amount of a terrain rigid body.

Parameters
friction: A float value representing the friction of the body.

The friction of a rigid body affects how object will slide on the terrain. The higher the value the greater the
friction will be.

The following is a Small Example on how to use this function:

function onInit(objID)
    sky.lprint("\n Setting Terrain Bounce Amount!"); 
    obj = objID;
    physics.setTerrainFriction(1);
end
void Physics::setTriggerOrientation ( int  bodyID,
float  w,
float  x,
float  y,
float  z 
)

Sets the rotation of a spawned trigger using a quaternion value.

Parameters
bodyID: The ID of the rigid body/trigger body we want to set.
w: W Axis value to be set to the trigger.
x: X Axis value to be set to the trigger.
y: Y Axis value to be set to the trigger.
z: Z Axis value to be set to the trigger.

The following is a Small Example on how to use this function:

function onKeyDown( key )
    if(key == "t")then
        entity.yaw(obj, 10, 0);
        entOW,entOX,entOY,entOZ = entity.getWorldOrientation(obj);
        physics.setTriggerOrientation(entOW,entOX,entOY,entOZ);
    end
end
void Physics::setTriggerPosition ( int  bodyID,
float  x,
float  y,
float  z 
)

Sets position of a spawned trigger using a float3.

Parameters
bodyID: The ID of the rigid body/trigger body we want to set.
x: X Axis value to be set to the trigger.
y: Y Axis value to be set to the trigger.
z: Z Axis value to be set to the trigger.

The following is a Small Example on how to use this function:

function onKeyDown( key )
    if(key == "t")then
        x = 0;
        y = 0.5;
        z = 10;
        physics.setTriggerPosition(triggerBodyID, x,y,z );
    end
end
void Physics::setVelocity ( int  bodyID,
,
,
 
)

Use this function to apply a vector velocity to an existing rigid body.

Parameters
bodyID: The ID of the rigid body we want to set.
x: A float value representing the X velocity to be applied to the rigidbody defined by bodyID.
y: A float value representing the Y velocity to be applied to the rigidbody defined by bodyID.
z: A float value representing the Z velocity to be applied to the rigidbody defined by bodyID.

By calling setVelocity(...) a velocity is applied to the specified rigidbody defined by bodyID. This is a linear
force only applied while calling this command, once setVelocity(...) has been called the object will slowly reduce
in movement based upon the gravity and mass of the object.Repeadedly applying velocity to a body will keep the body
moving at a constant speed unlike impuse which when applyied increases speed.
To use velocity for movement gives control over the speed of the object.

The following is a Small Example on how to use this function:

function spawnRidgidBody()
    x,y,z = entity.getPosition(obj);
    id = entity.spawn("Sphere_Med",x,y+10,z,1,1,1);
    bid = physics.addBody(id,0,1);
    physics.setVelocity(bid,math.random(-3,3),math.random(20,30),math.random(-3,3));
end

The documentation for this class was generated from the following file: