rojo/.cursor/rules/roblox/reference/engine/classes/BodyAngularVelocity.yaml
2026-02-02 12:08:47 -06:00

150 lines
4.8 KiB
YAML

# This file is automatically generated. Please don't edit it manually.
# To submit a bug report on the content, see
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
name: BodyAngularVelocity
type: class
memory_category: Instances
summary: |
Applies a torque to maintain a constant angular velocity.
description: |
The `BodyAngularVelocity` object applies a torque (rotational force) on an
assembly such that it maintains a constant angular velocity as determined by
its `Class.BodyAngularVelocity.AngularVelocity|AngularVelocity` property. This
allows for the creation of assemblies that continually rotate. It is the
rotational counterpart to a `Class.BodyVelocity`. If you would like to
maintain a constant angular displacement, use a `Class.BodyGyro` instead.
code_samples: []
inherits:
- BodyMover
descendants: []
tags:
- Deprecated
deprecation_message: |
This object is deprecated and should not be used for new work. Use
`Class.AngularVelocity` instead, and see the
[legacy conversion notes](../../../physics/mover-constraints.md#legacy-mover-conversion).
properties:
- name: BodyAngularVelocity.AngularVelocity
summary: |
Determines the axis of rotation (direction) and the rotational velocity
(magnitude) in radians/s.
description: |
This property is a `Datatype.Vector3` which determines the goal angular
velocity a `Class.BodyAngularVelocity` should maintain through the
exertion of torque. For this property, the direction of the vector is the
axis of rotation. The magnitude is the angular velocity in **radians per
second**.
You can multiply a `Datatype.Vector3` by `Library.math.rad(360)`, or `2π`,
in order to convert angular frequency (rotations per second) into the
desired angular velocity (radians per second).
code_samples: []
type: Vector3
tags: []
deprecation_message: ''
security:
read: None
write: None
thread_safety: ReadSafe
category: Goals
serialization:
can_load: true
can_save: true
capabilities:
- Physics
- name: BodyAngularVelocity.angularvelocity
summary: ''
description: ''
code_samples: []
type: Vector3
tags:
- NotReplicated
- Deprecated
deprecation_message: |
This deprecated property is a variant of
`Class.BodyAngularVelocity.AngularVelocity` which should be used instead.
security:
read: None
write: None
thread_safety: ReadSafe
category: Goals
serialization:
can_load: true
can_save: false
capabilities:
- Physics
- name: BodyAngularVelocity.MaxTorque
summary: |
Determines the limit of torque that may be exerted on each world axis.
description: |
This property determines the limit of the torque that may be exerted on
each world axis. If an assembly isn't moving, consider raising this value
and also check that it is not `Class.BasePart.Anchored|Anchored` or
attached to another anchored assembly). See also
`Class.BodyAngularVelocity.P|P` (power).
code_samples: []
type: Vector3
tags: []
deprecation_message: ''
security:
read: None
write: None
thread_safety: ReadSafe
category: Goals
serialization:
can_load: true
can_save: true
capabilities:
- Physics
- name: BodyAngularVelocity.maxTorque
summary: |
Determines how much force can be applied to each axis.
description: |
The maxTorque property is a deprecated variant of
`Class.BodyAngularVelocity.MaxTorque` that lets you set how much force
could be applied to each axis.
code_samples: []
type: Vector3
tags:
- NotReplicated
- Deprecated
deprecation_message: |
This deprecated property is a variant of
`Class.BodyAngularVelocity.MaxTorque` which should be used instead.
security:
read: None
write: None
thread_safety: ReadSafe
category: Goals
serialization:
can_load: true
can_save: false
capabilities:
- Physics
- name: BodyAngularVelocity.P
summary: |
Determines how aggressive of a torque is applied in reaching the goal
angular velocity.
description: |
This property determines how much power is used while applying torque in
order to reach the goal
`Class.BodyAngularVelocity.AngularVelocity|AngularVelocity`. The higher
this value, the more power will be used and the faster it will be used.
code_samples: []
type: float
tags: []
deprecation_message: ''
security:
read: None
write: None
thread_safety: ReadSafe
category: Goals
serialization:
can_load: true
can_save: true
capabilities:
- Physics
methods: []
events: []
callbacks: []