Functions and messages for collision object physics interaction with other objects (collisions and ray-casting) and control of physical behaviors.

See PhysicsProperties for related properties. See PhysicsMessages for related messages.

Static methods

staticcreate_joint(joint_type:PhysicsJointType, collisionobject_a:HashOrStringOrUrl, joint_id:HashOrString, position_a:Vector3, collisionobject_b:HashOrStringOrUrl, position_b:Vector3, ?properties:PhysicsFixedJoint):Void

staticcreate_joint(joint_type:PhysicsJointType, collisionobject_a:HashOrStringOrUrl, joint_id:HashOrString, position_a:Vector3, collisionobject_b:HashOrStringOrUrl, position_b:Vector3, ?properties:PhysicsHingeJoint):Void

staticcreate_joint(joint_type:PhysicsJointType, collisionobject_a:HashOrStringOrUrl, joint_id:HashOrString, position_a:Vector3, collisionobject_b:HashOrStringOrUrl, position_b:Vector3, ?properties:PhysicsSliderJoint):Void

staticcreate_joint(joint_type:PhysicsJointType, collisionobject_a:HashOrStringOrUrl, joint_id:HashOrString, position_a:Vector3, collisionobject_b:HashOrStringOrUrl, position_b:Vector3, ?properties:PhysicsSpringJoint):Void

Create a physics joint between two collision object components.

Note: Currently only supported in 2D physics.

Parameters:

joint_type

the joint type

collisionobject_a

first collision object

joint_id

id of the joint

position_a

local position where to attach the joint on the first collision object

collisionobject_b

second collision object

position_b

local position where to attach the joint on the second collision object

properties

optional joint specific properties table See each joint type for possible properties field.

staticdestroy_joint(collisionobject:HashOrStringOrUrl, joint_id:HashOrString):Void

Destroy an already physics joint. The joint has to be created before a destroy can be issued.

Note: Currently only supported in 2D physics.

Parameters:

collisionobject

collision object where the joint exist

joint_id

id of the joint

staticget_gravity():Vector3

Get the gravity in runtime. The gravity returned is not global, it will return the gravity for the collection that the function is called from.

Note: For 2D physics the z component will always be zero.

staticget_joint_properties(collisionobject:HashOrStringOrUrl, joint_id:HashOrString):EitherType<PhysicsFixedJoint, EitherType<PhysicsHingeJoint, EitherType<PhysicsSliderJoint, PhysicsSpringJoint>>>

Get a table for properties for a connected joint. The joint has to be created before properties can be retrieved.

Note: Currently only supported in 2D physics.

Parameters:

collisionobject

collision object where the joint exist

joint_id

id of the joint

Returns:

properties table. See the joint types for what fields are available

staticget_joint_reaction_force(collisionobject:HashOrStringOrUrl, joint_id:HashOrString):Vector3

Get the reaction force for a joint. The joint has to be created before the reaction force can be calculated.

Note: Currently only supported in 2D physics.

Parameters:

collisionobject

collision object where the joint exist

joint_id

id of the joint

Returns:

reaction force for the joint

staticget_joint_reaction_torque(collisionobject:HashOrStringOrUrl, joint_id:HashOrString):Float

Get the reaction torque for a joint. The joint has to be created before the reaction torque can be calculated.

Note: Currently only supported in 2D physics.

Parameters:

collisionobject

collision object where the joint exist

joint_id

id of the joint

Returns:

the reaction torque on bodyB in N*m.

staticray_cast(from:Vector3, to:Vector3, groups:Table<Int, Hash>, ?request_id:Int):Void

Deprecated:

staticraycast(from:Vector3, to:Vector3, groups:Table<Int, Hash>):PhysicsMessageRayCastResponse

Requests a ray cast to be performed.

Ray casts are used to test for intersections against collision objects in the physics world. Collision objects of types kinematic, dynamic and static are tested against. Trigger objects do not intersect with ray casts. Which collision objects to hit is filtered by their collision groups and can be configured through groups. The actual ray cast will be performed during the physics-update.

Parameters:

from

the world position of the start of the ray

to

the world position of the end of the ray

groups

a lua table containing the hashed groups for which to test collisions against

staticraycast_async(from:Vector3, to:Vector3, groups:Table<Int, Hash>, ?request_id:Int):Void

Requests a ray cast to be performed.

Ray casts are used to test for intersections against collision objects in the physics world. Collision objects of types kinematic, dynamic and static are tested against. Trigger objects do not intersect with ray casts. Which collision objects to hit is filtered by their collision groups and can be configured through groups. The actual ray cast will be performed during the physics-update.

  • If an object is hit, the result will be reported via a ray_cast_response message.
  • If there is no object hit, the result will be reported via a ray_cast_missed message.

Parameters:

from

the world position of the start of the ray

to

the world position of the end of the ray

groups

a lua table containing the hashed groups for which to test collisions against

request_id

a number between [0,-255]. It will be sent back in the response for identification, 0 by default

staticset_gravity(gravity:Vector3):Void

physics.set_gravity(gravity)

Set the gravity in runtime. The gravity change is not global, it will only affect the collection that the function is called from.

Note: For 2D physics the z component of the gravity vector will be ignored.

Parameters:

gravity

the new gravity vector

staticset_hflip(url:HashOrStringOrUrl, flip:Bool):Void

Flips the collision shapes horizontally for a collision object

Parameters:

url

the collision object that should flip its shapes

flip

true if the collision object should flip its shapes, false if not

staticset_joint_properties(collisionobject:HashOrStringOrUrl, joint_id:HashOrString, properties:PhysicsFixedJoint):Void

staticset_joint_properties(collisionobject:HashOrStringOrUrl, joint_id:HashOrString, properties:PhysicsHingeJoint):Void

staticset_joint_properties(collisionobject:HashOrStringOrUrl, joint_id:HashOrString, properties:PhysicsSliderJoint):Void

staticset_joint_properties(collisionobject:HashOrStringOrUrl, joint_id:HashOrString, properties:PhysicsSpringJoint):Void

Updates the properties for an already connected joint. The joint has to be created before properties can be changed.

Note: Currently only supported in 2D physics.

Parameters:

collisionobject

collision object where the joint exist

joint_id

id of the joint

properties

joint specific properties table Note: The collide_connected field cannot be updated/changed after a connection has been made.

staticset_vflip(url:HashOrStringOrUrl, flip:Bool):Void

Flips the collision shapes vertically for a collision object

Parameters:

url

the collision object that should flip its shapes

flip

true if the collision object should flip its shapes, false if not