PhysicsApplyVelocity
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Applies velocity to rigid body
Syntax
bool ohysicsApplyVelocity( 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 applied, false otherwise.
Example
Doing box flip
local box = physicsCreateShape(physics, "box", 1) local function spawnTestBox(x,y,z) local boxrb = physicsCreateRigidBody(box) physicsSetProperties(boxrb, "position", x,y,z) return boxrb; end local notATable = spawnTestBox(0,0,5) setTimer(function() physicsApplyVelocity(notATable , 0,0,10, 0,1,0) end,500,1) -- let box land on the ground.
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