Functions and messages for collision object physics interaction with other objects (collisions and ray-casting) and control of physical behaviors.
number collision object angular damping
The angular damping value for the collision object. Setting this value alters the damping of angular motion of the object (rotation). Valid values are between 0 (no damping) and 1 (full damping).
How to decrease a collision object component's angular damping:
-- get angular damping from collision object "collisionobject" in gameobject "floater" local target = "floater#collisionobject" local damping = go.get(target, "angular_damping") -- decrease it by 10% go.set(target, "angular_damping", damping * 0.9)
vector3 collision object angular velocity
READ ONLY Returns the current angular velocity of the collision object component as a vector3. The velocity is measured as a rotation around the vector with a speed equivalent to the vector length in radians/s.
How to query a collision object component's angular velocity:
-- get angular velocity from collision object "collisionobject" in gameobject "boulder" -- this is a 2d game so rotation around z is the only one available. local velocity = go.get("boulder#collisionobject", "angular_velocity.z") -- do something interesting if velocity < 0 then -- clockwise rotation ... else -- counter clockwise rotation ... end
applies a force on a collision object
Post this message to a collision-object-component to apply the specified force on the collision object. The collision object must be dynamic.
force -
vector3 the force to be applied on the collision object, measured in Newton
position -
vector3 the position where the force should be applied
Assuming the instance of the script has a collision-object-component with id "co":
-- apply a force of 1 Newton towards world-x at the center of the game object instance msg.post("#co", "apply_force", {force = vmath.vector3(1, 0, 0), position = go.get_world_position()})
reports a collision between two collision objects
This message is broadcasted to every component of an instance that has a collision object,
when the collision object collides with another collision object. For a script to take action
when such a collision happens, it should check for this message in its on_message
callback
function.
This message only reports that a collision actually happened and will only be sent once per
colliding pair and frame.
To retrieve more detailed information, check for the contact_point_response
instead.
other_id -
hash the id of the instance the collision object collided with
other_position -
vector3 the world position of the instance the collision object collided with
other_group -
hash the collision group of the other collision object (hash)
own_group -
hash the collision group of the own collision object (hash)
How to take action when a collision occurs:
function on_message(self, message_id, message, sender) -- check for the message if message_id == hash("collision_response") then -- take action end end
reports a contact point between two collision objects
This message is broadcasted to every component of an instance that has a collision object,
when the collision object has contact points with respect to another collision object.
For a script to take action when such contact points occur, it should check for this message
in its on_message
callback function.
Since multiple contact points can occur for two colliding objects, this message can be sent
multiple times in the same frame for the same two colliding objects. To only be notified once
when the collision occurs, check for the collision_response
message instead.
position -
vector3 world position of the contact point
normal -
vector3 normal in world space of the contact point, which points from the other object towards the current object
relative_velocity -
vector3 the relative velocity of the collision object as observed from the other object
distance -
number the penetration distance between the objects, which is always positive
applied_impulse -
number the impulse the contact resulted in
life_time -
number life time of the contact, not currently used
mass -
number the mass of the current collision object in kg
other_mass -
number the mass of the other collision object in kg
other_id -
hash the id of the instance the collision object is in contact with
other_position -
vector3 the world position of the other collision object
other_group -
hash the collision group of the other collision object (hash)
own_group -
hash the collision group of the own collision object (hash)
How to take action when a contact point occurs:
function on_message(self, message_id, message, sender) -- check for the message if message_id == hash("contact_point_response") then -- take action end end
number collision object linear damping
The linear damping value for the collision object. Setting this value alters the damping of linear motion of the object. Valid values are between 0 (no damping) and 1 (full damping).
How to increase a collision object component's linear damping:
-- get linear damping from collision object "collisionobject" in gameobject "floater" local target = "floater#collisionobject" local damping = go.get(target, "linear_damping") -- increase it by 10% if it's below 0.9 if damping <= 0.9 then go.set(target, "linear_damping", damping * 1.1) end
vector3 collision object linear velocity
READ ONLY Returns the current linear velocity of the collision object component as a vector3. The velocity is measured in units/s (pixels/s).
How to query a collision object component's linear velocity:
-- get linear velocity from collision object "collisionobject" in gameobject "ship" local source = "ship#collisionobject" local velocity = go.get(source, "linear_velocity") -- apply the velocity on target game object "boulder"'s collision object as a force local target = "boulder#collisionobject" local pos = go.get_position(target) msg.post(target, "apply_force", { force = velocity, position = pos })
number collision object mass
READ ONLY Returns the defined physical mass of the collision object component as a number.
How to query a collision object component's mass:
-- get mass from collision object component "boulder" local mass = go.get("#boulder", "mass") -- do something useful assert(mass > 1)
fixed joint type
The following properties are available when connecting a joint of JOINT_TYPE_FIXED
type:
max_length -
number The maximum length of the rope.
hinge joint type
The following properties are available when connecting a joint of JOINT_TYPE_HINGE
type:
reference_angle -
number The bodyB angle minus bodyA angle in the reference state (radians).
lower_angle -
number The lower angle for the joint limit (radians).
upper_angle -
number The upper angle for the joint limit (radians).
max_motor_torque -
number The maximum motor torque used to achieve the desired motor speed. Usually in N-m.
motor_speed -
number The desired motor speed. Usually in radians per second.
enable_limit -
boolean A flag to enable joint limits.
enable_motor -
boolean A flag to enable the joint motor.
joint_angle -
number READ ONLYCurrent joint angle in radians.
(Read only field, available from physics.get_joint_properties()
)
joint_speed -
number READ ONLYCurrent joint angle speed in radians per second.
(Read only field, available from physics.get_joint_properties()
)
hinge joint type
The following properties are available when connecting a joint of JOINT_TYPE_SLIDER
type:
local_axis_a -
vector3 The local translation unit axis in bodyA.
reference_angle -
number The constrained angle between the bodies: bodyB_angle - bodyA_angle.
enable_limit -
boolean Enable/disable the joint limit.
lower_translation -
number The lower translation limit, usually in meters.
upper_translation -
number The upper translation limit, usually in meters.
enable_motor -
boolean Enable/disable the joint motor.
max_motor_force -
number The maximum motor torque, usually in N-m.
motor_speed -
number The desired motor speed in radians per second.
joint_translation -
number READ ONLYCurrent joint translation, usually in meters.
(Read only field, available from physics.get_joint_properties()
)
joint_speed -
number READ ONLYCurrent joint translation speed, usually in meters per second.
(Read only field, available from physics.get_joint_properties()
)
spring joint type
The following properties are available when connecting a joint of JOINT_TYPE_SPRING
type:
length -
number The natural length between the anchor points.
frequency -
number The mass-spring-damper frequency in Hertz. A value of 0 disables softness.
damping -
number The damping ratio. 0 = no damping, 1 = critical damping.
create a physics joint
Create a physics joint between two collision object components.
Note: Currently only supported in 2D physics.
joint_type -
number the joint type
collisionobject_a -
string | hash | url first collision object
joint_id -
string | hash id of the joint
position_a -
vector3 local position where to attach the joint on the first collision object
collisionobject_b -
string | hash | url second collision object
position_b -
vector3 local position where to attach the joint on the second collision object
[properties] -
table optional joint specific properties table
See each joint type for possible properties field. The one field that is accepted for all joint types is:
- boolean collide_connected
: Set this flag to true if the attached bodies should collide.
destroy a physics joint
Destroy an already physics joint. The joint has to be created before a destroy can be issued.
Note: Currently only supported in 2D physics.
collisionobject -
string | hash | url collision object where the joint exist
joint_id -
string | hash id of the joint
get the gravity for collection
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.
[type:vector3] -
gravity vector of collection
function init(self) local gravity = physics.get_gravity() -- Inverse gravity! gravity = -gravity physics.set_gravity(gravity) end
get properties for a joint
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.
collisionobject -
string | hash | url collision object where the joint exist
joint_id -
string | hash id of the joint
[type:table] -
properties table. See the joint types for what fields are available, the only field available for all types is:
collide_connected
: Set this flag to true if the attached bodies should collide.get the reaction force for a joint
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.
collisionobject -
string | hash | url collision object where the joint exist
joint_id -
string | hash id of the joint
force -
vector3 reaction force for the joint
get the reaction torque for a joint
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.
collisionobject -
string | hash | url collision object where the joint exist
joint_id -
string | hash id of the joint
torque -
float the reaction torque on bodyB in N*m.
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
.
from -
vector3 the world position of the start of the ray
to -
vector3 the world position of the end of the ray
groups -
table a lua table containing the hashed groups for which to test collisions against
result -
table It returns a table. If missed it returns nil. See ray_cast_response
for details on the returned values.
How to perform a ray cast synchronously:
function init(self) self.my_groups = {hash("my_group1"), hash("my_group2")} end function update(self, dt) -- request ray cast local result = physics.raycast(my_start, my_end, self.my_groups) if result ~= nil then -- act on the hit (see 'ray_cast_response') end end
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.
ray_cast_response
message.ray_cast_missed
message.from -
vector3 the world position of the start of the ray
to -
vector3 the world position of the end of the ray
groups -
table a lua table containing the hashed groups for which to test collisions against
[request_id] -
number a number between [0,-255]. It will be sent back in the response for identification, 0 by default
How to perform a ray cast asynchronously:
function init(self) self.my_groups = {hash("my_group1"), hash("my_group2")} end function update(self, dt) -- request ray cast physics.raycast_async(my_start, my_end, self.my_groups) end function on_message(self, message_id, message, sender) -- check for the response if message_id == hash("ray_cast_response") then -- act on the hit elseif message_id == hash("ray_cast_missed") then -- act on the miss end end
set the gravity for collection
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.
gravity -
vector3 the new gravity vector
function init(self) -- Set "upside down" gravity for this collection. physics.set_gravity(vmath.vector3(0, 10.0, 0)) end
flip the geometry horizontally for a collision object
Flips the collision shapes horizontally for a collision object
url -
string | hash | url the collision object that should flip its shapes
flip -
boolean true
if the collision object should flip its shapes, false
if not
function init(self) self.fliph = true -- set on some condition physics.set_hflip("#collisionobject", self.fliph) end
set properties for a joint
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.
collisionobject -
string | hash | url collision object where the joint exist
joint_id -
string | hash id of the joint
properties -
table joint specific properties table
Note: The collide_connected
field cannot be updated/changed after a connection has been made.
flip the geometry vertically for a collision object
Flips the collision shapes vertically for a collision object
url -
string | hash | url the collision object that should flip its shapes
flip -
boolean true
if the collision object should flip its shapes, false
if not
function init(self) self.flipv = true -- set on some condition physics.set_vflip("#collisionobject", self.flipv) end
reports a ray cast miss
This message is sent back to the sender of a ray_cast_request
, if the ray didn't hit any
collision object. See physics.raycast_async
for examples of how to use it.
request_id -
number id supplied when the ray cast was requested
reports a ray cast hit
This message is sent back to the sender of a ray_cast_request
, if the ray hit a
collision object. See physics.raycast_async
for examples of how to use it.
fraction -
number the fraction of the hit measured along the ray, where 0 is the start of the ray and 1 is the end
position -
vector3 the world position of the hit
normal -
vector3 the normal of the surface of the collision object where it was hit
id -
hash the instance id of the hit collision object
group -
hash the collision group of the hit collision object as a hashed name
request_id -
number id supplied when the ray cast was requested
reports interaction (enter/exit) between a trigger collision object and another collision object
This message is broadcasted to every component of an instance that has a collision object,
when the collision object interacts with another collision object and one of them is a trigger.
For a script to take action when such an interaction happens, it should check for this message
in its on_message
callback function.
This message only reports that an interaction actually happened and will only be sent once per
colliding pair and frame. To retrieve more detailed information, check for the
contact_point_response
instead.
other_id -
hash the id of the instance the collision object collided with (hash)
enter -
boolean if the interaction was an entry or not
other_group -
hash the collision group of the triggering collision object (hash)
own_group -
hash the collision group of the own collision object (hash)
How to take action when a trigger interaction occurs:
function on_message(self, message_id, message, sender) -- check for the message if message_id == hash("trigger_response") then if message.enter then -- take action for entry else -- take action for exit end end end