Vizard 7 » Reference » Physics » Physics command table
7.6

Physics Command Table

<viz:phys>.command

<viz:phys>.disable

<viz:phys>.enable

<viz:phys>.getEnabled

<viz:phys>.getGravity

<viz:phys>.intersectLine

<viz:phys>.intersectNode

<viz:phys>.setEnabled

<viz:phys>.setGravity

 

<VizPhysicsShape>.command

<VizPhysicsShape>.getBounce

<VizPhysicsShape>.getDensity

<VizPhysicsShape>.getFriction

<VizPhysicsShape>.getHardness

<VizPhysicsShape>.getType

<VizPhysicsShape>.setBounce

<VizPhysicsShape>.setDensity

<VizPhysicsShape>.setFriction

<VizPhysicsShape>.setHardness

Note: The following  commands have no effect if physics is not defined on the node.

<node3d>.applyForce

<node3d>.applyTorque

<node3d>.collideBox

<node3d>.collideCapsule

<node3d>.collideCopy

<node3d>.collideMesh

<node3d>.collideNone

<node3d>.collidePlane

<node3d>.collideSphere

<node3d>.commandPhysics

<node3d>.getAngularVelocity

<node3d>.getVelocity

<node3d>.setAngularVelocity

<node3d>.setVelocity

See also

In this section:

Physics basics

Physics Shapes - In depth discussion of the collide methods.

Forces - More detail on applyForce and applyTorque.

Joints - In depth overview of the joint types.

Motors - In depth explanation of how each motor works with each joint.

Physics Command Table

Other sections:

Tutorial: Physics

Event Reference

Example scripts:

Basic physics

Tracking an object

Collision plane

Callbacks & complex shapes

Forces & materials