addForce: Difference between revisions

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m (Bot: Reverted to revision 103585 by SimZor on 2017-06-22T19:40:05Z)
m (template:command argument fix)
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|eff= global |= Multiplayer Effects
|eff= global |= Multiplayer Effects
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| Applies force to given object at given position. Force is defined as vector [x, y, z] in world space, position is vector [x, y, z] in model space. If you need to define force in model space, use [[vectorModelToWorld]] or [[vectorModelToWorldVisual]] commands first. The force applied as impulse. For more information see [http://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/apireference/files/classPxRigidBody.html#a22b0a1ef0b6c5656a6063c5c38f5679c NVIDIA docs]|= Description
| Applies force to given object at given position. Force is defined as vector [x, y, z] in world space, position is vector [x, y, z] in model space. If you need to define force in model space, use [[vectorModelToWorld]] or [[vectorModelToWorldVisual]] commands first. The force applied as impulse. For more information see [http://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/apireference/files/classPxRigidBody.html#a22b0a1ef0b6c5656a6063c5c38f5679c NVIDIA docs]|DESCRIPTION=
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| object '''addForce''' [force, position] |= Syntax
| object '''addForce''' [force, position] |SYNTAX=
|p1= object: [[Object]] - PhysX object |= Parameter 1
|p1= object: [[Object]] - PhysX object |= Parameter 1
|p2= [force, position]: [[Array]] |= Parameter 2
|p2= [force, position]: [[Array]] |= Parameter 2
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|p5=  |= Parameter 5
|p5=  |= Parameter 5
|p6=  |= Parameter 6
|p6=  |= Parameter 6
| [[Nothing]] |= Return Value
| [[Nothing]] |RETURNVALUE=
|x1= Apply force [0,1000,0] defined in world space (not factoring object actual positioning) to object position [1,0,0]:
|x1= Apply force [0,1000,0] defined in world space (not factoring object actual positioning) to object position [1,0,0]:
<code>_object [[addForce]] [[0,1000,0],[1,0,0]];</code>|= Example 1
<code>_object [[addForce]] [[0,1000,0],[1,0,0]];</code>|= Example 1
|x2= Apply force [0,1000,0] defined in model space (relative to object) to object position [1,0,0]:
|x2= Apply force [0,1000,0] defined in model space (relative to object) to object position [1,0,0]:
<code>_object [[addForce]] [_object [[vectorModelToWorld]] [0,1000,0],[1,0,0]];</code>|= Example 2
<code>_object [[addForce]] [_object [[vectorModelToWorld]] [0,1000,0],[1,0,0]];</code>|= Example 2
|[[addTorque]], [[vectorModelToWorld]], [[vectorModelToWorldVisual]] |= See Also
|[[addTorque]], [[vectorModelToWorld]], [[vectorModelToWorldVisual]] |SEEALSO=
}}
}}



Revision as of 11:24, 7 April 2019

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Description

Description:
Applies force to given object at given position. Force is defined as vector [x, y, z] in world space, position is vector [x, y, z] in model space. If you need to define force in model space, use vectorModelToWorld or vectorModelToWorldVisual commands first. The force applied as impulse. For more information see NVIDIA docs
Groups:
Uncategorised

Syntax

Syntax:
object addForce [force, position]
Parameters:
object: Object - PhysX object
[force, position]: Array
force: Array - force vector (in world space) in format [x,y,z]
position: Array - model PositionRelative to which force is applied in format [x,y,z]
Return Value:
Nothing

Examples

Example 1:
Apply force [0,1000,0] defined in world space (not factoring object actual positioning) to object position [1,0,0]: _object addForce [[0,1000,0],[1,0,0]];
Example 2:
Apply force [0,1000,0] defined in model space (relative to object) to object position [1,0,0]: _object addForce [_object vectorModelToWorld [0,1000,0],[1,0,0]];

Additional Information

See also:
addTorquevectorModelToWorldvectorModelToWorldVisual

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note

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