Simulate physical explosion. Does not apply any game related explosion damages, this function only apply physical forces. The parameters are passed as a table containing the elements described below.
Physics.SimulateExplosion( explosionParams )
| Parameter | Description |
|---|---|
| pos | Explosion epicenter position. |
| radius | Explosion radius. |
| direction | Explosion impulse direction. |
| impulse_pos | Explosion impulse position (Can be different from explosion epicenter). |
| impulse_presure | Explosion impulse presur at radius distance from epicenter. |
| rmin | Explosion minimal radius, at this radius full pressure is applied. |
| rmax | Explosion maximal radius, at this radius impulse pressure will be reaching zero. |
| hole_size | Size of the explosion hole to create in breakable objects. |
Register a new explosion shape from the static geometry. Does not apply any game related explosion damages, this function only apply physical forces.
Physics.RegisterExplosionShape( sGeometryFile, fSize, nMaterialId, fProbability, sSplintersFile, fSplintersOffset, sSplintersCloudEffect )
| Parameter | Description |
|---|---|
| sGeometryFile | Static geometry file name (CGF). |
| fSize | Scale for the static geometry. |
| nMaterialId | ID of the breakable material to apply this shape on. |
| fProbability | Preference ratio of using this shape then other registered shape. |
| sSplintersFile | additional non-physicalized splinters cgf to place on cut surfaces. |
| fSplintersOffset | the lower splinters piece wrt to the upper one. |
| sSplintersCloudEffect | particle effect when the splinters constraint breaks. |
Register a new crack for breakable object.
Physics.RegisterExplosionCrack( sGeometryFile, int nMaterialId )
| Parameter | Description |
|---|---|
| sGeometryFile | Static geometry file name fro the crack (CGF). |
| nMaterialId | ID of the breakable material to apply this crack on. |
Check if ray segment from src to dst intersect anything.
Physics.RayWorldIntersection( vPos, vDir, nMaxHits, iEntTypes [, skipEntityId1 [, skipEntityId2]] )
| Parameter | Description |
|---|---|
| vPos | Ray origin point. |
| vDir | Ray direction. |
| nMaxHits | Max number of hits to return, sorted in nearest to farest order. |
| iEntTypes | Physical Entity types bitmask, ray will only intersect with entities specified by this mask (ent_all,...). |
| skipEntityId1 | (optional) Entity id to skip when checking for intersection. |
| skipEntityId2 | (optional) Entity id to skip when checking for intersection. |
Check if ray segment from src to dst intersect anything.
Physics.RayTraceCheck( src, dst, skipEntityId1, skipEntityId2 )
| Parameter | Description |
|---|---|
| src | Ray segment origin point. |
| dst | Ray segment end point. |
| skipEntityId1 | Entity id to skip when checking for intersection. |
| skipEntityId2 | Entity id to skip when checking for intersection. |
Find physical entities touched by a sphere.
Physics.SamplePhysEnvironment( pt, r [, objtypes] )
| Parameter | Description |
|---|---|
| pt | center of sphere. |
| r | radius of sphere. |
| objtypes | (optional) physics entity types. |