Version: Unity 6.3 Beta (6000.3)
LanguageEnglish
  • C#

PhysicsMath

struct in UnityEngine.LowLevelPhysics2D

/

Implemented in:UnityEngine.Physics2DModule

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Description

A set of mathematical operations that are useful for physics. These operations do not form a fully comprehensive mathematics library, they simply provide operations that are usually required when interacting with physics.

Static Properties

Property Description
PI Get the value of PI used internally by the physics system. Using this will help with determinism.
TAU Get the value of tau (2 * PI) used internally by the physics system. Using this will help with determinism.

Static Methods

Method Description
AngularVelocityToQuaternion Calculate a UnityEngine.Quaternion given a 2D angular velocity and a time to integrate over using the selected transform plane.
Atan2 Calculate the arc-tangent i.e. the angle of the provided slope y/x. This operates as deterministically as possible across platforms.
CosSin Calculate both the Cosine and Sine of the specified angle.
GetRelativeMatrix Get the relative transformation matrix between the two specified transforms using the specified transform plane.
GetRotationAxes Get the used rotation axes, given the specified transform plane. This is the inverse of PhysicsMath.GetRotationIgnoredAxes.
GetRotationIgnoredAxes Get the ignored rotation axes, given the specified transform plane. This is the inverse of PhysicsMath.GetRotationAxes.
GetTranslationAxes Get the used translation axes, given the specified transform plane. This is the inverse of PhysicsMath.GetTranslationIgnoredAxes.
GetTranslationIgnoredAxes Get the ignored translation axes, given the specified transform plane. This is the inverse of PhysicsMath.GetTranslationAxes.
GetTranslationIgnoredAxis Get the ignored translation axis, given the specified transform plane.
MaxAbsComponent Get the maximum absolute value component from the specified vector.
MinAbsComponent Get the minimum absolute value component from the specified vector.
SpringDamper Calculate a one-dimensional mass-spring-damper simulation which drives towards a zero translation. You can then compute the new position using: "translation += newSpeed * deltaTime;"
Swizzle Transform a 3D position into a 3D position using the selected transform plane.
ToDegrees Convert radians to degrees. This operates as deterministically as possible across platforms. See PhysicsMath.ToRadians.
ToPhysicsTransform Transform a 3D UnityEngine.Transform position and rotation to a 2D PhysicsTransform. Scale is not part of a PhysicsTransform therefore it is ignored.
ToPosition2D Transform a 3D position into a 2D position using the selected transform plane.
ToPosition3D Transform a 2D position into a 3D position using the selected transform plane.
ToRadians Convert degrees to radians. This operates as deterministically as possible across platforms. See PhysicsMath.ToDegrees.
ToRotation2D Transform a 3D rotation into a 2D angle using the selected transform plane.
ToRotationFast3D Transform a 2D angle into a 3D rotation using the selected transform plane (Fast). The transformation is fast because the rotation is simplified by the fact that only a single axis of rotation is handled. All other axis rotations are reset to zero.
ToRotationSlow3D Transform a 2D angle into a 3D rotation using the selected transform plane (Slow). The transformation is slower because the rotation is more complex due to the fact that changing a single axis of rotation requires it to not affect any other axis rotations.