SRigidbody
Index
Functions Index
void AddExplosionForce (float explosionForce, SVector explosionPosition, float explosionRadius, float upwardsModifier)
void AddForce (SVector force)
void AddForceAtPosition (SVector force, SVector position)
void AddRelativeTorque (SVector torque)
void AddTorque (SVector torque)
SVector ClosestPointOnBounds (SVector input)
SVector GetPointVelocity (SVector worldPoint)
SVector GetRelativePointVelocity (SVector point)
void MovePosition (SVector point)
void MoveRotation (SQuaternion rotation)
void ResetCenterOfMass ()
void ResetIntertiaTensor ()
void Sleep ()
void WakeUp ()
SPhysicsHit[] SweepTestAll (SVector direction, float distance)
Properties Index
float AngularDrag get set
SVector AngularVelocity get set
SVector CenterOfMass get set
float Drag get set
bool FreezeRotation get set
bool Kinematic get set
float Mass get set
float MaxAngularVelocity get set
float MaxDepenetrationVelocity get set
bool UseGravity get set
SVector Velocity get set
SVector WorldCenterOfMass get
bool Sleeping get
float Density set
SVector InertiaTensor get set
SQuaternion InertiaTensorRotation get set
SGameObject GameObject get
Functions
AddExplosionForce
void AddExplosionForce (float explosionForce, SVector explosionPosition, float explosionRadius, float upwardsModifier)
Applies a force to a rigidbody that simulates explosion effects. Other rigidbodies will be affected by the explosion within its radius - the closer they are to the explosionPosition, the stronger the force will be exerted on them.
AddForce
void AddForce (SVector force)
Adds a force to the Rigidbody that is continuously exerted on it in the given direction.
AddForceAtPosition
void AddForceAtPosition (SVector force, SVector position)
Adds a force to the Rigidbody at a given position (should be within the range of the rigidbody for a realistic result). Thus, both a torque and force are applied to the object.
AddRelativeTorque
void AddRelativeTorque (SVector torque)
Adds a torque to the rigidbody relative to the local coordinate system.
AddTorque
void AddTorque (SVector torque)
Adds a torque to the rigidbody relative to the global coordinate system.
ClosestPointOnBounds
SVector ClosestPointOnBounds (SVector input)
Returns the closest point on the bounding box of the attached colliders.
GetPointVelocity
SVector GetPointVelocity (SVector worldPoint)
Function Description
GetRelativePointVelocity
SVector GetRelativePointVelocity (SVector point)
Function Description
MovePosition
void MovePosition (SVector point)
Moves the rigidbody to position.
MoveRotation
void MoveRotation (SQuaternion rotation)
Rotates the rigidbody to rotation.
ResetCenterOfMass
void ResetCenterOfMass ()
Reset the center of mass of the rigidbody.
ResetIntertiaTensor
void ResetIntertiaTensor ()
Reset the inertia tensor value and rotation.
Sleep
void Sleep ()
Forces a rigidbody to sleep.
WakeUp
void WakeUp ()
Forces a rigidbody to wake up.
SweepTestAll
SPhysicsHit[] SweepTestAll (SVector direction, float distance)
Like Rigidbody.SweepTest, but returns all hits.
Properties
AngularDrag
float AngularDrag get set
The angular drag of the object.
AngularVelocity
SVector AngularVelocity get set
The angular velocity vector of the rigidbody (in radians per second).
CenterOfMass
SVector CenterOfMass get set
The center of mass relative to the local origin.
Drag
float Drag get set
The drag of the object.
FreezeRotation
bool FreezeRotation get set
Controls whether physics will have any impact on the rotation of the object.
Kinematic
bool Kinematic get set
Controls whether physics will have any impact on the object.
Mass
float Mass get set
The mass of the rigidbody.
MaxAngularVelocity
float MaxAngularVelocity get set
The maximum angular velocity of the rigidbody (7 by default). Can be useful to prevent an object from spinning uncontrollably fast.
MaxDepenetrationVelocity
float MaxDepenetrationVelocity get set
The maximum depenetration velocity of the rigidbody (1.00000003318135E+32 by default). Can be useful to make colliding objects bounce away in a smoother fashion.
UseGravity
bool UseGravity get set
Controls whether gravity affects the rigidbody.
Velocity
SVector Velocity get set
The velocity vector of the rigidbody. (in units per second).
WorldCenterOfMass
SVector WorldCenterOfMass get
The center of mass of the rigidbody relative to the global origin (Read Only).
Sleeping
bool Sleeping get
Is the rigidbody sleeping?
Density
float Density set
The density of the object (1 by default). Changing this value will affect the mass of the object (the volume will remain unchanged).
InertiaTensor
SVector InertiaTensor get set
The diagonal inertia tensor of mass relative to the center of mass. It is defined in x,y,z axis. It is calculate by physics automatically,and if you set value to it, it would override the value.
InertiaTensorRotation
SQuaternion InertiaTensorRotation get set
The rotation of the inertia tensor.
GameObject
SGameObject GameObject get
Property Description
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