Libraries.Game.Physics.PhysicsProperties3D Documentation
This class is a property holder for a 3D mass. This class is used internally by Item3D class.
Inherits from: Libraries.Language.Object
Variables Table
Variables | Description |
---|---|
integer NON_RESPONSIVE | static object |
integer UNMOVABLE | static object |
integer RESPONSIVE | object governed by kinematics (meaning, the object is affected by linear velocity and angular velocity settings) |
Actions Documentation
ApplyAngularImpulse(Libraries.Compute.Vector3 impulse)
This action applied an angular impulse to the object which will cause the object to have a sudden change in angular velocity.
Parameters
- Libraries.Compute.Vector3: The angular impulse.
ApplyDamping(number seconds)
This action applies the scale factors that will decrease the linear and angular velocities that we calculated.
Parameters
- number seconds: The amount of time in the future.
ApplyForce(Libraries.Compute.Vector3 force, Libraries.Compute.Vector3 point)
This action applies the force that you passed in to a point that you passed in.
Parameters
- Libraries.Compute.Vector3: The force in local coordinates that you want to apply.
- Libraries.Compute.Vector3: The point in the local coordinants that you want the force to be applied to.
ApplyForceToCenter(Libraries.Compute.Vector3 force)
This action applies a force to the center pf mass of the object.
Parameters
- Libraries.Compute.Vector3: The force in local coordinates that you want to apply.
ApplyLinearImpulse(Libraries.Compute.Vector3 impulse, Libraries.Compute.Vector3 point)
This action applies a linear impulse to the object at a specified point, which will lead to a sudden change in linear velocity of the object. This will also lead to a sudden change in angular velocity of the object if the linear impulse is not applied at the center of mass of the object.
Parameters
- Libraries.Compute.Vector3: The impulse vector in local coordinates that you want to apply to the object.
- Libraries.Compute.Vector3: The point in the local coordinants that you want the linear impulse to be applied to.
ApplyLinearImpulseToCenter(Libraries.Compute.Vector3 impulse)
This action applies an linear impulse to the center of mass of this object.
Parameters
- Libraries.Compute.Vector3: The impulse vector in local coordinates that you want to apply to the object.
ApplyTorque(Libraries.Compute.Vector3 torque)
This action applies a torque to the center of mass of the object, which means this torque will only affect the angular velocity of the object but not the linear velocity of the object.
Parameters
- Libraries.Compute.Vector3: The torque that could potentially be applied to this object to rotate this object.
CanRotate(boolean flag)
This action sets whether the 3D object attached to this property holder will be able to rotate or not.
Parameters
- boolean flag: True if this object can rotate.
Compare(Libraries.Language.Object object)
This action compares two object hash codes and returns an integer. The result is larger if this hash code is larger than the object passed as a parameter, smaller, or equal. In this case, -1 means smaller, 0 means equal, and 1 means larger. This action was changed in Quorum 7 to return an integer, instead of a CompareResult object, because the previous implementation was causing efficiency issues.
Parameters
- Libraries.Language.Object: The object to compare to.
Return
integer: The Compare result, Smaller, Equal, or Larger.
Example
Object o
Object t
integer result = o:Compare(t) //1 (larger), 0 (equal), or -1 (smaller)
Copy()
This action allows another PhysicsProperties3D object to be assigned by the values stored inside the current PhysicsProperties3D object.
Return
Libraries.Game.Physics.PhysicsProperties3D: the other PhysicsProperties3D to copy from.
Equals(Libraries.Language.Object object)
This action determines if two objects are equal based on their hash code values.
Parameters
- Libraries.Language.Object: The to be compared.
Return
boolean: True if the hash codes are equal and false if they are not equal.
Example
use Libraries.Language.Object
use Libraries.Language.Types.Text
Object o
Text t
boolean result = o:Equals(t)
FastMoving(boolean flag)
This action sets whether if the object attached to this property holder will be moving fast. If the object will be moving fast, then there will be more careful of a calculation of how this object collides with other objects.
Parameters
- boolean flag: True if this object will be moving quickly.
GetAngularDamping()
This action returns a number that will be used to decrease the angular velocity to ensure that our linear velocity calculation isn't too big.
Return
number: the angular damping.
GetAngularFactor()
This action returns a number that scales the torque applied to the 3D object. Having an angular factor less than 1 makes the object less sensitive to the torque applied to it.
Return
number: the angular factor.
GetAngularVelocity()
This action returns the angular velocity of the 3D object.
Return
Libraries.Compute.Vector3: how fast the 3D object will rotate.
GetCollisionGroupFlag()
This action gets whether the object attached to this property holder will be inside a collision group.
Return
boolean: false if the object is not in a collision group.
GetCollisionGroupIndex()
This action gets which collision group that this object will be in.
Return
integer: the collision group that this object will be in.
GetForce()
This action gets the force that is stored inside thie PhysicsProperties3D property holder.
Return
Libraries.Compute.Vector3: the force that will be applied to the object.
GetFriction()
This action returns a number that lets you know how smooth thhe surface of this object is.
Return
number: the coefficient of friction.
GetHashCode()
This action gets the hash code for an object.
Return
integer: The integer hash code of the object.
Example
Object o
integer hash = o:GetHashCode()
GetInterpolatedAngularVelocity()
This action returns an approximation of angular velocity of the 3D object.
Return
Libraries.Compute.Vector3: an approximation of angular velocity of the 3D object.s
GetInterpolatedLinearVelocity()
This action returns an approximation of linear velocity of the 3D object.
Return
Libraries.Compute.Vector3: the approximation of linear velocity of the 3D object.
GetInverseInertiaLocal()
This action returns the inverse mass moment of inertia of the 3D object relative to the local origin of the 3D object, where the components of the inverse mass moment of inertia is just the reciprocal of the local mass moment of inertia.
Return
Libraries.Compute.Vector3: the inverse mass moment of inertia of the 3D object relative to the local origin of the 3D object.
GetInverseInertiaWorld()
This action returns the inertia tensor in global coordinates.
Return
Libraries.Compute.Matrix3: the inertia tensor in global coordinates.
GetInverseMass()
This action returns the reciprocal of the mass (1/mass) inside this property holder.
Return
number: the (1/mass) value.
GetItem()
This action returns the Item3D that is attached to these physical properties.
Return
Libraries.Interface.Item3D: the Item3D that is attached to these physical properties.
GetLinearDamping()
This action returns a number that will be used to decrease the linear velocity to ensure that our linear velocity calculation isn't too big.
Return
number: linear damping.
GetLinearVelocity()
This action returns the linear velocity of the 3D object that is attached to this PhysicsProperties3D property holder.
Return
Libraries.Compute.Vector3: the linear velocity.
GetLinearVelocityAtLocalPoint(Libraries.Compute.Vector3 relativePosition)
This action lets you know the linear velocity of a point "Vector3 relativePosition" on this 3D object.
Parameters
- Libraries.Compute.Vector3: A point in object's local coodinate.
Return
Libraries.Compute.Vector3: the linear velocity.
GetMass()
This action returns the mass of the object.
Return
number: the mass of the object.
GetPushVelocity()
This action returns the push velocity that is used in a Split Impulse solver.
Return
Libraries.Compute.Vector3: the push velocity that is used in a Split Impulse solver.
GetResponsiveness()
This action returns how physics (linear velocity, angular velocity, force, torque) will affect the object. There are three possible values to be returned: 0 indicates that the object is UNMOVABLE, which means no matter what forces or torques is applied to the object, the object will not move. 1 indicates that the object is NON_RESPONSIVE, which means that only setting the angular velocity and linear velocity of this object will affect how the object behaves. 2 indicates that the object is REPONSIVE, which means that this object will behave differently when you apply forces and torques to this object.
Return
integer: Returns how physics will affect the object.
GetRestitution()
This action returns how much energy that this 3D object will loose after a collision.
Return
number: the coefficient of restitution.
GetSleepTime()
This action gets how much time that the 3D object attached to this property holder will remain in its current position.
Return
number: how much time that the 2D object attached to this property holder will remain in its current position.
GetTorque()
This action gets the torque that is stored inside this object.
Return
Libraries.Compute.Vector3: torque.
GetTurnVelocity()
This action returns the turn velocity that is used in a Split Impulse solver.
Return
Libraries.Compute.Vector3: the turn velocity that is used in a Split Impulse solver.
IntegrateTransform(Libraries.Game.Collision.PhysicsPosition3D currentTransform, number seconds, Libraries.Game.Collision.PhysicsPosition3D predictedTransform)
This action calculates where the 3D object would be after a certain amount of time.
Parameters
- Libraries.Game.Collision.PhysicsPosition3D: The current position of the 3D object.
- number seconds: The amount of time in the future.
- Libraries.Game.Collision.PhysicsPosition3D: The predicted position of the 3D object.
IntegrateVelocities(number seconds)
This action estimates what the linear and angular velocities would be after a certain amount of time.
Parameters
- number seconds: The amount of time in the future.
InternalApplyImpulse(Libraries.Compute.Vector3 linearComponent, Libraries.Compute.Vector3 angularComponent, number impulseMagnitude)
This action allows you to add linear velocity, "Vector3 linearComponent," and add angular velocity, "Vector3 angularComponent," both scaled by "number impulseMagnitude" to the current linear velocity and angular velocity of this 3D object.
Parameters
- Libraries.Compute.Vector3: Linear impulse.
- Libraries.Compute.Vector3: Angular impulse.
- number impulseMagnitude: Magnitude of the impulse.
IsFastMoving()
This action tells you whether if this object will be moving fast. If the object will be moving fast, then there will be more careful of a calculation of how this object collides with other objects.
Return
boolean: true if this object will be moving quickly.
IsRotationAllowed()
This action tells you if the 3D object attached to this property holder will be able to rotate.
Return
boolean: True if this object can rotate.
IsSimulated()
This action tells you if the object attached to this property holder is being simulated.
Return
boolean: True if you want to simulate the object.
IsSimulationRequired()
This action tells you whether if you need to move the object that is attached to this property holder.
Return
boolean: true if will require its position to be moved.
RequireSimulation(boolean flag)
This action sets whether if the object attached to this property holder will require its position to be moved.
Parameters
- boolean flag: True if will require its position to be moved.
SaveKinematicState(number timeStep)
This action stores the angular, linear velocities of the 3D object before its angular and linear velocities are updated.
Parameters
- number timeStep: The amount of time to simulate.
SetAngularDamping(number angularDamping)
This action sets a number that will be used to decrease the angular velocity to ensure that our linear velocity calculation isn't too big.
Parameters
- number angularDamping: The angular damping.
SetAngularVelocity(Libraries.Compute.Vector3 angularVelocity)
This action sets the angular velocity of the 3D object.
Parameters
- Libraries.Compute.Vector3: How fast the 3D object will rotate.
SetCollisionGroupFlag(boolean flag)
This action sets whether the object attached to this property holder will be inside a collision group.
Parameters
- boolean flag: Whether the object attached to this property holder will be inside a collision group.
SetCollisionGroupIndex(integer index)
This action sets which collision group that this object will be in.
Parameters
- integer index: The collision group that this object will be in.
SetForce(Libraries.Compute.Vector3 force)
This action sets the force that will be applied to the object.
Parameters
- Libraries.Compute.Vector3: The force that will be applied to the object.
SetFriction(number friction)
This action sets how smooth the surface of this object is. If the surface of this object is smooth, then you can pass in a number 0.0, if you want the surface of this object to be rough, then you can pass in a number 1.0.
Parameters
- number friction: The coefficient of friction.
SetInterpolatedAngularVelocity(Libraries.Compute.Vector3 velocity)
This action stores an approximation of angular velocity of the 3D object.
Parameters
- Libraries.Compute.Vector3: an approximation of angular velocity of the 3D object.
SetInterpolatedLinearVelocity(Libraries.Compute.Vector3 velocity)
This action stores an approximation of linear velocity of the 3D object.
Parameters
- Libraries.Compute.Vector3: The approximation of linear velocity of the 3D object.
SetInverseInertiaLocal(Libraries.Compute.Vector3 inverseInertia)
This action sets the inverse mass moment of inertia of the 3D object relative to the local origin of the 3D object, where the components of the inverse mass moment of inertia is just the reciprocal of the local mass moment of inertia.
Parameters
- Libraries.Compute.Vector3: the inverse mass moment of inertia of the 3D object relative to the local origin of the 3D object.
SetInverseMass(number inverseMass)
This action sets the reciprocal of the mass (1/mass) inside this property holder.
Parameters
- number inverseMass: The (1/mass) value.
SetItem(Libraries.Interface.Item3D item)
This action attaches a 3D item, which includes the shape, friction, restitution, positions, and others of a 3D object as a part of the properties that this 3D item has. This action is used internally in the Item3D class when you enable physics on the item when a "PhysicsProperties3D" property holder will be created so that Item3D will be attached to that property holder and the property holder will be attached to the Item3D.
Parameters
- Libraries.Interface.Item3D: The Item3D to be stored.
SetLinearDamping(number linearDamping)
This action sets a number that will be used to decrease the linear velocity to ensure that our linear velocity calculation isn't too big.
Parameters
- number linearDamping: the linear damping.
SetLinearVelocity(Libraries.Compute.Vector3 linearVelocity)
This action sets the linear velocity of the 3D object.
Parameters
- Libraries.Compute.Vector3: the linear velocity of the 3D object.
SetLinearVelocityX(number linearVelocityX)
This action sets the x component of the linear velocity of the 3D object.
Parameters
- number linearVelocityX: The x component of the linear velocity of the 3D object.
SetLinearVelocityY(number linearVelocityY)
This action sets the y component of the linear velocity of the 3D object.
Parameters
- number linearVelocityY: The y component of the linear velocity of the 3D object.
SetLinearVelocityZ(number linearVelocityZ)
This action sets the z component of the linear velocity of the 3D object.
Parameters
- number linearVelocityZ: The z component of the linear velocity of the 3D object.
SetMass(number mass)
This action sets the mass of the this property holder, which will also set the density if a 3D item has been attached to this property holder.
Parameters
- number mass: The mass of the object.
SetMassProperties(number mass, Libraries.Compute.Vector3 inertia)
This action updates the mass of the 3D object and the inertia of the 3D object relative to the local origin.
Parameters
- number mass: The mass of the 3D object.
- Libraries.Compute.Vector3: the inertia of the 3D object relative to the local origin.
SetResponsiveness(integer type)
This action sets how physics (linear velocity, angular velocity, force, torque) will affect the object.
Parameters
- integer type: The responsiveness of the object.
SetRestitution(number restitution)
This action sets how much energy that this 3D object will loose after a collision. If you want the object to not loose any energy, then you can pass in 1.0. If you want the object to loose a lot of energy (meaning, they would probably move a lot slower after the collision), then you can pass in a 0.0. You can also use the values between 0 and 1.
Parameters
- number restitution: The coefficient of restitution.
SetSleepTime(number time)
This action sets how much time that the 3D object attached to this property holder will remain in its current position.
Parameters
- number time: How much time that the 2D object attached to this property holder will remain in its current position.
SetTorque(Libraries.Compute.Vector3 torque)
This action sets the torque that could potentially be applied to the center of mass of this object.
Parameters
- Libraries.Compute.Vector3: The torque that could potentially be applied to this object to rotate this object.
Simulate(boolean flag)
This action will change the variables in this property holder based on whether simulation is required of the object that is attached to this property holder. If simulation is not required, then this means that the object's position will not change.
Parameters
- boolean flag: True if you want to simulate the object.
UpdateInertia(Libraries.Compute.Matrix3 basis)
This action recalculates the mass moment of inertia relative to the world axis.
Parameters
- Libraries.Compute.Matrix3: The local axis of the 3D object.
On this page
Variables TableAction Documentation- ApplyAngularImpulse(Libraries.Compute.Vector3 impulse)
- ApplyDamping(number seconds)
- ApplyForce(Libraries.Compute.Vector3 force, Libraries.Compute.Vector3 point)
- ApplyForceToCenter(Libraries.Compute.Vector3 force)
- ApplyLinearImpulse(Libraries.Compute.Vector3 impulse, Libraries.Compute.Vector3 point)
- ApplyLinearImpulseToCenter(Libraries.Compute.Vector3 impulse)
- ApplyTorque(Libraries.Compute.Vector3 torque)
- CanRotate(boolean flag)
- Compare(Libraries.Language.Object object)
- Copy()
- Equals(Libraries.Language.Object object)
- FastMoving(boolean flag)
- GetAngularDamping()
- GetAngularFactor()
- GetAngularVelocity()
- GetCollisionGroupFlag()
- GetCollisionGroupIndex()
- GetForce()
- GetFriction()
- GetHashCode()
- GetInterpolatedAngularVelocity()
- GetInterpolatedLinearVelocity()
- GetInverseInertiaLocal()
- GetInverseInertiaWorld()
- GetInverseMass()
- GetItem()
- GetLinearDamping()
- GetLinearVelocity()
- GetLinearVelocityAtLocalPoint(Libraries.Compute.Vector3 relativePosition)
- GetMass()
- GetPushVelocity()
- GetResponsiveness()
- GetRestitution()
- GetSleepTime()
- GetTorque()
- GetTurnVelocity()
- IntegrateTransform(Libraries.Game.Collision.PhysicsPosition3D currentTransform, number seconds, Libraries.Game.Collision.PhysicsPosition3D predictedTransform)
- IntegrateVelocities(number seconds)
- InternalApplyImpulse(Libraries.Compute.Vector3 linearComponent, Libraries.Compute.Vector3 angularComponent, number impulseMagnitude)
- IsFastMoving()
- IsRotationAllowed()
- IsSimulated()
- IsSimulationRequired()
- RequireSimulation(boolean flag)
- SaveKinematicState(number timeStep)
- SetAngularDamping(number angularDamping)
- SetAngularVelocity(Libraries.Compute.Vector3 angularVelocity)
- SetCollisionGroupFlag(boolean flag)
- SetCollisionGroupIndex(integer index)
- SetForce(Libraries.Compute.Vector3 force)
- SetFriction(number friction)
- SetInterpolatedAngularVelocity(Libraries.Compute.Vector3 velocity)
- SetInterpolatedLinearVelocity(Libraries.Compute.Vector3 velocity)
- SetInverseInertiaLocal(Libraries.Compute.Vector3 inverseInertia)
- SetInverseMass(number inverseMass)
- SetItem(Libraries.Interface.Item3D item)
- SetLinearDamping(number linearDamping)
- SetLinearVelocity(Libraries.Compute.Vector3 linearVelocity)
- SetLinearVelocityX(number linearVelocityX)
- SetLinearVelocityY(number linearVelocityY)
- SetLinearVelocityZ(number linearVelocityZ)
- SetMass(number mass)
- SetMassProperties(number mass, Libraries.Compute.Vector3 inertia)
- SetResponsiveness(integer type)
- SetRestitution(number restitution)
- SetSleepTime(number time)
- SetTorque(Libraries.Compute.Vector3 torque)
- Simulate(boolean flag)
- UpdateInertia(Libraries.Compute.Matrix3 basis)