PhysicsDesc
The PhysicsDesc structure defines an objects physical behavior.
Fields:
AccelerationX number
acceleration vector x component
AccelerationY number
acceleration vector y component
AccelerationZ number
acceleration vector z component
AnimationFrame number
The current animation frame. NOTE this can only be present if 0x00010000 is not set
Autonomous boolean
Whether the movement is autonomous (0 for no, 1 for yes). NOTE that this is only present if movementByteCount 0
Bytes number[]
The movement buffer for this object defining its initial movement state
Flags number
physics data flags
LocationId number
the slot in which this object is equipped, referenced in the Setup table of the dats
MotionTableId number
motion table id for this object
MovementByteCount number
the number of BYTEs in the following movement buffer
NumChildren number
the number of items equipped by this creature
OmegaX number
omega vector x component (rotation)
OmegaY number
omega vector y component (rotation)
OmegaZ number
omega vector z component (rotation)
ParentId number
the creature equipping this object
PhysicsScriptTableId number
physics script table id for this object
Scale number
the size of this object
SetupTableId number
setup table id for this object
SoundTableId number
sound table id for this object
State PhysicsState
The current physics state for the object
VelocityX number
velocity vector x component
VelocityY number
velocity vector y component
VelocityZ number
velocity vector z component
Methods:
GetPropertyKeys() : string[]
Returns a list of strings of all public property / field names. Useful for reflection on UserData in lua scripts
ToString() : string
Returns a string that represents the current object.