documentation writing lol.

This commit is contained in:
Anemunt
2025-12-22 21:26:14 -05:00
parent f3fed5853d
commit cf8cd3a42a

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@@ -67,6 +67,43 @@ void Script_TickUpdate(ScriptContext& ctx, float dt) {
- Spec/Test toggles are global (main menu → Scripts).
- Compile scripts via the UI “Compile Script” button or run the build command; wrapper generation is automatic.
## Rigidbody helper usage
- `SetRigidbodyAngularVelocity(vec3)` sets angular velocity in radians/sec for dynamic, non-kinematic bodies.
```cpp
ctx.SetRigidbodyAngularVelocity({0.0f, 3.0f, 0.0f});
```
- `GetRigidbodyAngularVelocity(out vec3)` reads current angular velocity into `out`. Returns false if unavailable.
```cpp
glm::vec3 angVel;
if (ctx.GetRigidbodyAngularVelocity(angVel)) {
ctx.AddConsoleMessage("AngVel Y: " + std::to_string(angVel.y));
}
```
- `AddRigidbodyForce(vec3)` applies continuous force (mass-aware).
```cpp
ctx.AddRigidbodyForce({0.0f, 0.0f, 25.0f});
```
- `AddRigidbodyImpulse(vec3)` applies an instant impulse (mass-aware).
```cpp
ctx.AddRigidbodyImpulse({0.0f, 6.5f, 0.0f});
```
- `AddRigidbodyTorque(vec3)` applies continuous torque.
```cpp
ctx.AddRigidbodyTorque({0.0f, 15.0f, 0.0f});
```
- `AddRigidbodyAngularImpulse(vec3)` applies an instant angular impulse.
```cpp
ctx.AddRigidbodyAngularImpulse({0.0f, 4.0f, 0.0f});
```
- `SetRigidbodyRotation(vec3 degrees)` teleports the rigidbody rotation.
```cpp
ctx.SetRigidbodyRotation({0.0f, 90.0f, 0.0f});
```
Notes:
- These return false if the object has no enabled rigidbody or is kinematic.
- Use force/torque for continuous input and impulses for bursty actions.
- `SetRigidbodyRotation` is authoritative; use it sparingly during gameplay.
## Manual compile (CLI)
Linux example:
```bash