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    Struct PhysicsMass

    The mass properties of a rigid body. If not present, the rigid body has infinite mass and inertia.

    Inherited Members
    ValueType.Equals(Object)
    ValueType.GetHashCode()
    ValueType.ToString()
    Object.Equals(Object, Object)
    Object.ReferenceEquals(Object, Object)
    Object.GetType()
    Namespace: Unity.Physics
    Syntax
    public struct PhysicsMass : IComponentData, IQueryTypeParameter

    Fields

    AngularExpansionFactor

    See MassProperties.AngularExpansionFactor.

    Declaration
    public float AngularExpansionFactor
    Field Value
    Type Description
    Single

    InverseInertia

    Zero is allowed, for infinite inertia.

    Declaration
    public float3 InverseInertia
    Field Value
    Type Description
    float3

    InverseMass

    Zero is allowed, for infinite mass.

    Declaration
    public float InverseMass
    Field Value
    Type Description
    Single

    Transform

    Center of mass and orientation of principal axes.

    Declaration
    public RigidTransform Transform
    Field Value
    Type Description
    RigidTransform

    Properties

    CenterOfMass

    Gets or sets the center of mass.

    Declaration
    public float3 CenterOfMass { get; set; }
    Property Value
    Type Description
    float3

    The center of mass.

    HasInfiniteInertia

    Gets a value indicating whether this object has infinite inertia.

    Declaration
    public readonly bool HasInfiniteInertia { get; }
    Property Value
    Type Description
    Boolean

    True if this object has infinite inertia, false if not.

    HasInfiniteMass

    Gets a value indicating whether this object has infinite mass.

    Declaration
    public readonly bool HasInfiniteMass { get; }
    Property Value
    Type Description
    Boolean

    True if this object has infinite mass, false if not.

    InertiaOrientation

    Gets or sets the inertia orientation.

    Declaration
    public quaternion InertiaOrientation { get; set; }
    Property Value
    Type Description
    quaternion

    The inertia orientation.

    IsKinematic

    Gets a value indicating whether this object is kinematic.

    Declaration
    public readonly bool IsKinematic { get; }
    Property Value
    Type Description
    Boolean

    True if this object is kinematic, false if not.

    Methods

    CreateDynamic(MassProperties, Single)

    Creates a dynamic mass.

    Declaration
    public static PhysicsMass CreateDynamic(MassProperties massProperties, float mass)
    Parameters
    Type Name Description
    MassProperties massProperties

    The mass properties.

    Single mass

    The mass.

    Returns
    Type Description
    PhysicsMass

    The new dynamic mass.

    CreateKinematic(MassProperties)

    Creates a kinematic mass.

    Declaration
    public static PhysicsMass CreateKinematic(MassProperties massProperties)
    Parameters
    Type Name Description
    MassProperties massProperties

    The mass properties.

    Returns
    Type Description
    PhysicsMass

    The new kinematic mass.

    Extension Methods

    PhysicsComponentExtensions.ApplyScale(in PhysicsMass, Single)
    PhysicsComponentExtensions.GetEffectiveMass(in PhysicsMass, in float3, in quaternion, float3, float3)
    PhysicsComponentExtensions.GetEffectiveMass(in PhysicsMass, in float3, in quaternion, in Single, float3, float3)
    PhysicsComponentExtensions.GetCenterOfMassWorldSpace(in PhysicsMass, Single, in float3, in quaternion)
    PhysicsComponentExtensions.GetCenterOfMassWorldSpace(in PhysicsMass, in float3, in quaternion)
    PhysicsComponentExtensions.SetCenterOfMassWorldSpace(ref PhysicsMass, in float3, in quaternion, float3)
    PhysicsComponentExtensions.GetImpulseFromForce(in PhysicsMass, Single, in float3, in ForceMode, in Single, out float3, out PhysicsMass)
    PhysicsComponentExtensions.GetImpulseFromForce(in PhysicsMass, in float3, in ForceMode, in Single, out float3, out PhysicsMass)
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