IPhysicsEnvironment
IPhysicsEvironment
Methods
IPhysicsEnvironment:CleanupDeleteList()
cleans the delete list?
IPhysicsObject IPhysicsEnvironment:CreatePolyObject( CPhysCollide collide, number materialIndex, Vector origin, Angle angles, table objectparams_t )
Creates a new IPhysicsObject in the environment.
IPhysicsObject IPhysicsEnvironment:CreatePolyObjectStatic( CPhysCollide collide, number materialIndex, Vector origin, Angle angles, table objectparams_t )
Creates a new static IPhysicsObject in the environment.
IPhysicsObject IPhysicsEnvironment:CreateSphereObject( number radius, number materialIndex, Vector origin, Angle angles, table objectparams_t, boolean static = false )
Creates a new perfect sphere IPhysicsObject in the environment.
IPhysicsObject IPhysicsEnvironment:CreateWorldPhysics( )
Creates the world physics object and also adds all static props.
IPhysicsEnvironment:DestroyObject( CPhysCollide collide )
Destroys the given physics object.
IPhysicsEnvironment:EnableDeleteQueue( boolean deleteQueue )
Enables/Disables the delete queue.
number IPhysicsEnvironment:GetActiveObjectCount( )
returns the number of active physics objects.
table IPhysicsEnvironment:GetActiveObjects( )
returns a table containing all active physics objects.
number IPhysicsEnvironment:GetAirDensity( )
Returns the current air density.
Vector IPhysicsEnvironment:GetGravity( )
Returns the current gravity in
source_unit/s^2
number IPhysicsEnvironment:GetNextFrameTime( )
returns the current simulation clock's value at the next frame.
This is an absolute time.
This is an absolute time.
table IPhysicsEnvironment:GetObjectList( )
returns a table containing all physics objects.
table IPhysicsEnvironment:GetPerformanceSettings( )
Returns the current performance settings.
The table will use the PhysEnvPerformanceSettings structure.
The table will use the PhysEnvPerformanceSettings structure.
number IPhysicsEnvironment:GetSimulationTimestep( )
returns the next simulation timestep.
Returns true if it uses a collision model.
This function is internally use for debugging?
IPhysicsEnvironment:ResetSimulationClock()
resets the simulation clock.
IPhysicsEnvironment:SetAirDensity( number airdensity )
Sets the new air density.
IPhysicsEnvironment:SetGravity( Vector newGravity )
Sets the new gravity in
source_unit/s^2
IPhysicsEnvironment:SetObjectEventHandler( function onObjectWake(IPhysicsObject obj), function onObjectSleep(IPhysicsObject obj) )
Allows you to add callbacks when physics objects wake up or go to sleep in the environment.
IPhysicsEnvironment:SetPerformanceSettings( PhysEnvPerformanceSettings settings )
Sets the new performance settings.
Use the PhysEnvPerformanceSettings structure.
Use the PhysEnvPerformanceSettings structure.
IPhysicsEnvironment:SetQuickDelete( boolean quickDelete )
Sets quick delete?
IPhysicsEnvironment:SetSimulationTimestep( number timeStep )
Sets the next simulation timestep.
Simulates the given delta time in the environment.
If
If
onlyEntities
is set, it will only update the Entities, without simulating the physics environment.
boolean IPhysicsEnvironment:TransferObject( IPhysicsObject obj, IPhysicsEnvironment newEnvironment )
Transfers the physics object from this environment to the new environment.
You shouldn't transfer players or vehicles.
It currently is quite buggy and shouldn't really be used.
It currently is quite buggy and shouldn't really be used.