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PhysicsDesc

Inherits from

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

Position Position

object position

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

Returns:string[]

ToString() : string

Returns a string that represents the current object.

Returns:string