Difference between revisions of "R3d.Body:applyLocalForceAtWorldPosition"
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(Created page with "'''Available since:''' Gideros 2019.10<br/> '''Class:''' R3d.Body<br/> === Description === Applies a force to the body. <syntaxhighlight lang="lua"> r3d.Body:applyLocalFo...") |
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=== Description === | === Description === | ||
| − | Applies a force to | + | Applies a force to any given point in world-space. |
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
r3d.Body:applyLocalForceAtWorldPosition(forceX,forceY,forceZ[,pointX,pointY,pointZ]) | r3d.Body:applyLocalForceAtWorldPosition(forceX,forceY,forceZ[,pointX,pointY,pointZ]) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
| + | |||
| + | If the point is not the center of mass of the body, applying a force will generate some torque and therefore, the angular motion of the body will be affected as well. | ||
=== Parameters === | === Parameters === | ||
| − | '''forceX''': (number) applies a force on the X axis<br/> | + | '''forceX''': (number) applies a force in Newton on the X axis<br/> |
| − | '''forceY''': (number) applies a force on the Y axis<br/> | + | '''forceY''': (number) applies a force in Newton on the Y axis<br/> |
| − | '''forceZ''': (number) applies a force on the Z axis<br/> | + | '''forceZ''': (number) applies a force in Newton on the Z axis<br/> |
'''pointX''': (number) offsets the point of the force on the X axis ('''optional''' default is 0)<br/> | '''pointX''': (number) offsets the point of the force on the X axis ('''optional''' default is 0)<br/> | ||
'''pointY''': (number) offsets the point of the force on the Y axis ('''optional''' default is 0)<br/> | '''pointY''': (number) offsets the point of the force on the Y axis ('''optional''' default is 0)<br/> | ||
Latest revision as of 14:28, 16 December 2025
Available since: Gideros 2019.10
Class: R3d.Body
Description
Applies a force to any given point in world-space.
r3d.Body:applyLocalForceAtWorldPosition(forceX,forceY,forceZ[,pointX,pointY,pointZ])
If the point is not the center of mass of the body, applying a force will generate some torque and therefore, the angular motion of the body will be affected as well.
Parameters
forceX: (number) applies a force in Newton on the X axis
forceY: (number) applies a force in Newton on the Y axis
forceZ: (number) applies a force in Newton on the Z axis
pointX: (number) offsets the point of the force on the X axis (optional default is 0)
pointY: (number) offsets the point of the force on the Y axis (optional default is 0)
pointZ: (number) offsets the point of the force on the Z axis (optional default is 0)
Example
if isup then ship.body:applyLocalForceAtWorldPosition(0, 0, 64) end
- R3d.Body
- R3d.Body.DYNAMIC BODY
- R3d.Body.KINEMATIC BODY
- R3d.Body.STATIC BODY
- R3d.Body:applyLocalForceAtCenterOfMass
- R3d.Body:applyLocalForceAtLocalPosition
- R3d.Body:applyLocalForceAtWorldPosition
- R3d.Body:applyLocalTorque
- R3d.Body:applyWorldForceAtCenterOfMass
- R3d.Body:applyWorldForceAtLocalPosition
- R3d.Body:applyWorldForceAtWorldPosition
- R3d.Body:applyWorldTorque
- R3d.Body:createFixture
- R3d.Body:destroyFixture
- R3d.Body:enableGravity
- R3d.Body:getAngularDamping
- R3d.Body:getAngularVelocity
- R3d.Body:getLinearDamping
- R3d.Body:getLinearVelocity
- R3d.Body:getMass
- R3d.Body:getTransform
- R3d.Body:raycast
- R3d.Body:setAngularDamping
- R3d.Body:setAngularVelocity
- R3d.Body:setIsAllowedToSleep
- R3d.Body:setLinearDamping
- R3d.Body:setLinearVelocity
- R3d.Body:setMass
- R3d.Body:setTransform
- R3d.Body:setType
- R3d.Body:testPointInside