addForce: Difference between revisions
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m (Bot: Reverted to revision 103585 by SimZor on 2017-06-22T19:40:05Z) |
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|eff= global |= Multiplayer Effects | |eff= global |= Multiplayer Effects | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| 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]|= | | 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] |= | | 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 | ||
Line 15: | Line 15: | ||
|p5= |= Parameter 5 | |p5= |= Parameter 5 | ||
|p6= |= Parameter 6 | |p6= |= Parameter 6 | ||
| [[Nothing]] |= | | [[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]] |= | |[[addTorque]], [[vectorModelToWorld]], [[vectorModelToWorldVisual]] |SEEALSO= | ||
}} | }} | ||
Revision as of 11:24, 7 April 2019
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
Notes
-
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