PhysicsApplyVelocityForce: Difference between revisions
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CrosRoad95 (talk | contribs) (Created page with "__NOTOC__ {{Client function}} Accelerate velocity of rigid body. ( i'm not sure is correct explanation ) ==Syntax== <syntaxhighlight lang="lua"> bool physicsApplyVelocityFor...") |
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Latest revision as of 14:52, 14 February 2020
Accelerate velocity of rigid body. ( i'm not sure is correct explanation )
Syntax
bool physicsApplyVelocityForce( physics-rigid-body theRigidBody, float velocityX, float velocityY, float velocityZ [, float relativeX, float relativeY, float relativeZ ] )
Required Arguments
- theRigidBody: rigid body you want to apply velocity
- velocityXYZ: velocity you wants to apply
- relativeXYZ: relative position, default: 0,0,0
Returns
True if velocity got accelereted, false otherwise.
Example
See Also
- physicsCreateWorld
- physicsDestroy
- physicsCreateShape
- physicsCreateShapeFromModel
- physicsCreateRigidBody
- physicsCreateStaticCollision
- physicsCreateConstraint
- physicsAddChildShape
- physicsRemoveChildShape
- physicsGetChildShapes
- physicsSetChildShapeOffsets
- physicsGetChildShapeOffsets
- physicsGetShapes
- physicsGetRigidBodies
- physicsGetStaticCollisions
- physicsGetConstraints
- physicsSetProperties
- physicsGetProperties
- physicsDrawDebug
- physicsSetDebugMode
- physicsBuildCollisionFromGTA
- physicsApplyVelocity
- physicsApplyVelocityForce
- physicsApplyAngularVelocity
- physicsApplyAngularVelocityForce
- physicsApplyDamping
- physicsRayCast
- physicsShapeCast
- physicsGetElementType
- physicsIsElement