---Collision object physics API documentation ---Collision object physics API documentation ---@class physics physics = {} ---fixed joint type physics.JOINT_TYPE_FIXED = nil ---hinge joint type physics.JOINT_TYPE_HINGE = nil ---slider joint type physics.JOINT_TYPE_SLIDER = nil ---spring joint type physics.JOINT_TYPE_SPRING = nil ---weld joint type physics.JOINT_TYPE_WELD = nil ---Create a physics joint between two collision object components. ---Note: Currently only supported in 2D physics. ---@param joint_type number # the joint type ---@param collisionobject_a string|hash|url # first collision object ---@param joint_id string|hash # id of the joint ---@param position_a vector3 # local position where to attach the joint on the first collision object ---@param collisionobject_b string|hash|url # second collision object ---@param position_b vector3 # local position where to attach the joint on the second collision object ---@param properties table? # optional joint specific properties table See each joint type for possible properties field. The one field that is accepted for all joint types is: - boolean collide_connected: Set this flag to true if the attached bodies should collide. function physics.create_joint(joint_type, collisionobject_a, joint_id, position_a, collisionobject_b, position_b, properties) end ---Destroy an already physics joint. The joint has to be created before a ---destroy can be issued. ---Note: Currently only supported in 2D physics. ---@param collisionobject string|hash|url # collision object where the joint exist ---@param joint_id string|hash # id of the joint function physics.destroy_joint(collisionobject, joint_id) end ---Get the gravity in runtime. The gravity returned is not global, it will return ---the gravity for the collection that the function is called from. ---Note: For 2D physics the z component will always be zero. ---@return vector3 # gravity vector of collection function physics.get_gravity() end ---Returns the group name of a collision object as a hash. ---@param url string|hash|url # the collision object to return the group of. ---@return hash # hash value of the group. local function check_is_enemy() local group = physics.get_group("#collisionobject") return group == hash("enemy") end function physics.get_group(url) end ---Get a table for properties for a connected joint. The joint has to be created before ---properties can be retrieved. ---Note: Currently only supported in 2D physics. ---@param collisionobject string|hash|url # collision object where the joint exist ---@param joint_id string|hash # id of the joint ---@return table # properties table. See the joint types for what fields are available, the only field available for all types is: function physics.get_joint_properties(collisionobject, joint_id) end ---Get the reaction force for a joint. The joint has to be created before ---the reaction force can be calculated. ---Note: Currently only supported in 2D physics. ---@param collisionobject string|hash|url # collision object where the joint exist ---@param joint_id string|hash # id of the joint ---@return vector3 # reaction force for the joint function physics.get_joint_reaction_force(collisionobject, joint_id) end ---Get the reaction torque for a joint. The joint has to be created before ---the reaction torque can be calculated. ---Note: Currently only supported in 2D physics. ---@param collisionobject string|hash|url # collision object where the joint exist ---@param joint_id string|hash # id of the joint ---@return float # the reaction torque on bodyB in N*m. function physics.get_joint_reaction_torque(collisionobject, joint_id) end ---Returns true if the specified group is set in the mask of a collision ---object, false otherwise. ---@param url string|hash|url # the collision object to check the mask of. ---@param group string # the name of the group to check for. ---@return boolean # boolean value of the maskbit. 'true' if present, 'false' otherwise. local function is_invincible() -- check if the collisionobject would collide with the "bullet" group local invincible = physics.get_maskbit("#collisionobject", "bullet") return invincible end function physics.get_maskbit(url, group) end ---Ray casts are used to test for intersections against collision objects in the physics world. ---Collision objects of types kinematic, dynamic and static are tested against. Trigger objects ---do not intersect with ray casts. ---Which collision objects to hit is filtered by their collision groups and can be configured ---through groups. ---@param from vector3 # the world position of the start of the ray ---@param to vector3 # the world position of the end of the ray ---@param groups table # a lua table containing the hashed groups for which to test collisions against ---@param options table # a lua table containing options for the raycast. ---@return table # It returns a list. If missed it returns nil. See ray_cast_response for details on the returned values. function physics.raycast(from, to, groups, options) end ---Ray casts are used to test for intersections against collision objects in the physics world. ---Collision objects of types kinematic, dynamic and static are tested against. Trigger objects ---do not intersect with ray casts. ---Which collision objects to hit is filtered by their collision groups and can be configured ---through groups. ---The actual ray cast will be performed during the physics-update. --- --- --- * If an object is hit, the result will be reported via a ray_cast_response message. --- --- * If there is no object hit, the result will be reported via a ray_cast_missed message. ---@param from vector3 # the world position of the start of the ray ---@param to vector3 # the world position of the end of the ray ---@param groups table # a lua table containing the hashed groups for which to test collisions against ---@param request_id number] a number between [0,-255? # . It will be sent back in the response for identification, 0 by default function physics.raycast_async(from, to, groups, request_id) end ---Set the gravity in runtime. The gravity change is not global, it will only affect ---the collection that the function is called from. ---Note: For 2D physics the z component of the gravity vector will be ignored. ---@param gravity vector3 # the new gravity vector function physics.set_gravity(gravity) end ---Updates the group property of a collision object to the specified ---string value. The group name should exist i.e. have been used in ---a collision object in the editor. ---@param url string|hash|url # the collision object affected. ---@param group string # the new group name to be assigned. local function change_collision_group() physics.set_group("#collisionobject", "enemy") end function physics.set_group(url, group) end ---Flips the collision shapes horizontally for a collision object ---@param url string|hash|url # the collision object that should flip its shapes ---@param flip boolean # true if the collision object should flip its shapes, false if not function physics.set_hflip(url, flip) end ---Updates the properties for an already connected joint. The joint has to be created before ---properties can be changed. ---Note: Currently only supported in 2D physics. ---@param collisionobject string|hash|url # collision object where the joint exist ---@param joint_id string|hash # id of the joint ---@param properties table # joint specific properties table Note: The collide_connected field cannot be updated/changed after a connection has been made. function physics.set_joint_properties(collisionobject, joint_id, properties) end ---Sets or clears the masking of a group (maskbit) in a collision object. ---@param url string|hash|url # the collision object to change the mask of. ---@param group string # the name of the group (maskbit) to modify in the mask. ---@param maskbit boolean # boolean value of the new maskbit. 'true' to enable, 'false' to disable. local function make_invincible() -- no longer collide with the "bullet" group physics.set_maskbit("#collisionobject", "bullet", false) end function physics.set_maskbit(url, group, maskbit) end ---Flips the collision shapes vertically for a collision object ---@param url string|hash|url # the collision object that should flip its shapes ---@param flip boolean # true if the collision object should flip its shapes, false if not function physics.set_vflip(url, flip) end ---Collision objects tend to fall asleep when inactive for a small period of time for ---efficiency reasons. This function wakes them up. ---@param url string|hash|url # the collision object to wake. function on_input(self, action_id, action) if action_id == hash("test") and action.pressed then physics.wakeup("#collisionobject") end end function physics.wakeup(url) end return physics