DatumHuePlatform v0.0.24datumhue.com
Contents

handle5 methods, 1 fieldUI apps only

PhysicsWorld

An isolated physics world created by datumhue.physics.world(). Bodies join it via add_body{world = ...}; queries and gravity are scoped to it.

Obtained from
datumhue.physics.world
Accepted by
SceneNode:add_body, DrawCanvas:body, DrawPrimitive:add_body

The examples on this page start from:

lua
local vec3 = datumhue.math.vec3
local canvas =
    datumhue.draw.new({ background = datumhue.color("#2d353b") })
canvas:mount({ width = 400, height = 300 })
local world = datumhue.physics.world()
local floor =
    canvas:rect({ pos = vec3(-200, -150, 0), width = 400, height = 20 })
floor:add_body({ type = "static", world = world })

Fields 1

FieldTypeAccessDescription
gravityVec3read/writeThis world's gravity vector (Y-up; default {0, -9.81, 0}). 2D bodies feel its X/Y components. Assign a vec2/vec3.
Example
-- Each world falls its own way.
world.gravity = vec3(0, 200, 0)
print(world.gravity) --> vec3(0.0, 200.0, 0.0)
print(datumhue.physics.gravity) --> vec3(0.0, -9.8100004196167, 0.0)

Methods 5

PhysicsWorld:raycast

method
PhysicsWorld:raycast(ray: Ray, options?: physics.RaycastOptions) -> physics.RayHit?

Cast a ray and return the nearest body hit, or nil. An options value that is not a table is ignored.

Example
-- New bodies are found once the simulation has stepped.
datumhue.time.sleep(0.1)
local down = datumhue.math.ray(vec3(0, 100, 0), vec3(0, -1, 0))
print(world:raycast(down, { max_distance = 500 }).distance) --> 230.0
-- The app's own world holds no floor.
print(datumhue.physics.raycast(down)) --> nil

options physics.RaycastOptions options 4 keys

KeyTypeDefaultDescription
max_distancenumber1000000Maximum ray length in world units, 0 or more; math.huge casts without a limit.
layersinteger[]every layerOnly hit bodies in these layer bit indices 0..=31.
excludeDrawPrimitive | SceneNode | Voxelno body is ignoredA body to ignore.
solidbooleantrueCount a ray starting inside a collider as a hit at distance 0.

returns physics.RayHit record 4 keys

KeyTypeDescription
bodyDrawPrimitive | SceneNode | VoxelThe body that was hit.
pointVec3World-space contact point.
normalVec3World-space surface normal at the hit.
distancenumberDistance from the origin to the hit.

PhysicsWorld:raycast_all

method
PhysicsWorld:raycast_all(ray: Ray, options?: physics.RaycastAllOptions) -> physics.RayHit[]

Cast a ray and return every body along it, nearest first. An options value that is not a table is ignored.

options physics.RaycastAllOptions options 5 keys, 4 inherited

KeyTypeDefaultDescription
max_hitsinteger64Maximum hits to return, 0 or more.
From physics.RaycastOptions
max_distancenumber1000000Maximum ray length in world units, 0 or more; math.huge casts without a limit.
layersinteger[]every layerOnly hit bodies in these layer bit indices 0..=31.
excludeDrawPrimitive | SceneNode | Voxelno body is ignoredA body to ignore.
solidbooleantrueCount a ray starting inside a collider as a hit at distance 0.

returns physics.RayHit record 4 keys

KeyTypeDescription
bodyDrawPrimitive | SceneNode | VoxelThe body that was hit.
pointVec3World-space contact point.
normalVec3World-space surface normal at the hit.
distancenumberDistance from the origin to the hit.

PhysicsWorld:point_query

method
PhysicsWorld:point_query(point: Vec2 | Vec3, options?: physics.PointQueryOptions) -> (DrawPrimitive | SceneNode | Voxel)[]

Return every body whose collider overlaps the given world-space point. An options value that is not a table is ignored.

options physics.PointQueryOptions options 2 keys

KeyTypeDefaultDescription
layersinteger[]every layerOnly include bodies in these layer bit indices 0..=31.
excludeDrawPrimitive | SceneNode | Voxelno body is ignoredA body to ignore.

PhysicsWorld:shapecast

method
PhysicsWorld:shapecast(ray: Ray, options: physics.ShapecastOptions) -> physics.RayHit?

Sweep a 3D collider shape along the ray and return the nearest body hit, or nil.

options physics.ShapecastOptions options 9 keys

KeyTypeDefaultDescription
shapephysics.Shape"cube"3D collider shape to cast.
widthnumber1Box width.
heightnumber1Box height / capsule length.
depthnumber1Box depth.
radiusnumber0.5Sphere / capsule / cylinder / cone radius.
rotationQuatdatumhue.math.quat.identity()Shape orientation.
max_distancenumber1000000Maximum cast length in world units, 0 or more; math.huge casts without a limit.
layersinteger[]every layerOnly hit bodies in these layer bit indices 0..=31.
excludeDrawPrimitive | SceneNode | Voxelno body is ignoredA body to ignore.

returns physics.RayHit record 4 keys

KeyTypeDescription
bodyDrawPrimitive | SceneNode | VoxelThe body that was hit.
pointVec3World-space contact point.
normalVec3World-space surface normal at the hit.
distancenumberDistance from the origin to the hit.

PhysicsWorld:remove

method
PhysicsWorld:remove()

Drop this world and every body and joint simulating in it.

datumhue.com

(c) 2026 Shuusei AB. Quote excerpts of this manual, with attribution to DatumHue, in your own documentation, tutorials, course materials, reviews, and other writing or video. Republishing it in whole or in substantial part needs written permission: support@datumhue.com.

Victor Mono is licensed under the SIL Open Font License 1.1
Copyright (c) 2024, Rune Bjørnerås (https://github.com/rubjo)

This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL


-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------

PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.

The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.

DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.

"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).

"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).

"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.

"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.

PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:

1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.

2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.

3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.

4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.

5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.

TERMINATION
This license becomes null and void if any of the above conditions are
not met.

DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

Try

    ↑↓ selectEnter openTab filter

    Settings

    Theme
    Text
    Print

    Keyboard shortcuts

    / or Ctrl KSearch
    ↑ ↓ EnterPick a result
    TabNext result filter
    j kNext or previous entry
    [ ]Previous or next page
    yCopy a link to the current entry
    ?These shortcuts
    EscClose

    On this page