Well, depends on what you are doing. in the case that your player is an actual person, you only move the rigid bodies as soon as physics is initiated (say, when the player dies). If the player is somthing like a ball or a car etc. You would want to apply an impulse.
To position and rotate a rigid body(these ignore collisions) do this:
To apply an impulse:
Note, however, that apply impulse is global, so you have to do somthing different for local coords:
So, using the code above, assuming your player is either an animated mesh with no physics applied to the limbs, or a non-animated object, when the player presses up, set Y to some positive value.
As for getting the entity handle quick, this may be available in future versions of the wrapper, because tokamak does support this. It's called "UserData".
To position and rotate a rigid body(these ignore collisions) do this:
TOKRB_SetPosition(RigidBody%,X#,Y#,Z#) TOKRB_SetRotation(RigidBody%,Pitch#,Yaw#,Roll#)
To apply an impulse:
TOKRB_ApplyImpulse(RigidBody%,X#,Y#,Z#)
Note, however, that apply impulse is global, so you have to do somthing different for local coords:
TFormVector X#,Y#,Z#,obj,0 ;Where obj is the rigid body's physical representation TOKRB_ApplyImpulse RB,TFormedX(),TFormedY(),TFormedZ() ;Where rb is the rigid body
So, using the code above, assuming your player is either an animated mesh with no physics applied to the limbs, or a non-animated object, when the player presses up, set Y to some positive value.
As for getting the entity handle quick, this may be available in future versions of the wrapper, because tokamak does support this. It's called "UserData".