Summary

A world in which physics objects exist. You can create your own world but you really don't need to. A world for the map is created clientside and serverside automatically.

Constructors

PhysicsWorld Create a new physics world. You should only do this if you want to simulate an extra world for some reason.

Properties

AirDensity Air density of this physics world, for things like air drag.
Bodies All bodies in the world
Body The body of this physics world.
CollisionRules Set or retrieve the collision rules for this Sandbox.PhysicsWorld.
DebugSceneWorld A SceneWorld where debug SceneObjects exist.
Gravity Access the world's current gravity.
Group The physics group of this physics world. A physics world will contain only 1 body.
PositionIterationsobsolete
SimulationMode Physics simulation mode. See Sandbox.PhysicsSimulationMode for explanation of each mode.
SleepingEnabled If true then bodies will be able to sleep after a period of inactivity
SubSteps If you're seeing objects go through other objects or you have a low tickrate, you might want to increase the number of physics substeps. This breaks physics steps down into this many substeps. The default is 1 and works pretty good. Be aware that the number of physics ticks per second is going to be tickrate * substeps. So if you're ticking at 90 and you have SubSteps set to 1000 then you're going to do 90,000 steps per second. So be careful here.
TimeScaleobsolete
Trace Raytrace against this world
VelocityIterationsobsolete

Methods

DebugDraw Updates all the SceneObjects in the Sandbox.PhysicsWorld.DebugSceneWorld, call once per tick or frame.
Delete Delete this world and all objects inside. Will throw an exception if you try to delete a world that you didn't manually create.
GetCollisionRule Gets the specific collision rule for a pair of tags.
RunTrace Like calling PhysicsTraceBuilder.Run, except will re-target this world if it's not already the target
RunTraceAll Like calling PhysicsTraceBuilder.RunAll, except will re-target this world if it's not already the target
SetCollisionRulesobsolete Used internally to set collision rules from gamemode's project settings. You shouldn't need to call this yourself.
SetupPhysicsFromModel Temp function for creating model physics until entity system handles it
Step Step simulation of this physics world. You can only do this on physics worlds that you manually create.
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