ApplyAngularImpulse(ref PhysicsVelocity, in PhysicsMass, float, in float3)
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Applies the angular impulse.
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ApplyAngularImpulse(ref PhysicsVelocity, in PhysicsMass, in float3)
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Applies the angular impulse.
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ApplyExplosionForce(ref PhysicsVelocity, in PhysicsMass, in PhysicsCollider, in float3, in quaternion, float, in float3, in float, in float, in float3, in float, ForceMode)
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Converts a force into an impulse based on the force mode and the bodies mass and inertia
properties. Equivalent to UnityEngine.Rigidbody.AddExplosionForce. ExplosionFilter is set to
CollisionFilter.Default Assumes that there is no scale.
ApplyExplosionForce(ref PhysicsVelocity, PhysicsMass, PhysicsCollider, float3, quaternion, float, float, float3, float, float, float3, CollisionFilter,float, ForceMode)
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ApplyExplosionForce(ref PhysicsVelocity, in PhysicsMass, in PhysicsCollider, in float3, in quaternion, in float, float, in float3, in float, in float, in float3, in CollisionFilter, in float, ForceMode)
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Converts a force into an impulse based on the force mode and the bodies mass and inertia
properties. Equivalent to UnityEngine.Rigidbody.AddExplosionForce.
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ApplyImpulse(ref PhysicsVelocity, in PhysicsMass, in float3, in quaternion, float, in float3, in float3)
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Applies the impulse.
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ApplyImpulse(ref PhysicsVelocity, in PhysicsMass, in float3, in quaternion, in float3, in float3)
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Applies the impulse.
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ApplyLinearImpulse(ref PhysicsVelocity, in PhysicsMass, float, in float3)
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Applies the linear impulse.
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ApplyLinearImpulse(ref PhysicsVelocity, in PhysicsMass, in float3)
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Applies the linear impulse.
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ApplyScale(in PhysicsMass, float)
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Scale the mass of the body using provided scale.
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GetAngularVelocityWorldSpace(in PhysicsVelocity, in PhysicsMass, in quaternion)
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Get the world-space angular velocity of a rigid body.
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GetCenterOfMassWorldSpace(in PhysicsMass, float, in float3, in quaternion)
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Get the center of mass in world space.
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GetCenterOfMassWorldSpace(in PhysicsMass, in float3, in quaternion)
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Get the center of mass in world space. Assumes that there is no scale.
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GetEffectiveMass(in PhysicsMass, in float3, in quaternion, in float, float3, float3)
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Get a body's effective mass in a given direction and from a particular point in world space.
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GetEffectiveMass(in PhysicsMass, in float3, in quaternion, float3, float3)
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Get a body's effective mass in a given direction and from a particular point in world space.
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GetImpulseFromForce(in PhysicsMass, float, in float3, in ForceMode, in float, out float3, out PhysicsMass)
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Converts a force into an impulse based on the force mode and the bodies mass and inertia
properties, and scale.
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GetImpulseFromForce(in PhysicsMass, in float3, in ForceMode, in float, out float3, out PhysicsMass)
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Converts a force into an impulse based on the force mode and the bodies mass and inertia
properties. Assumes that there is no scale.
GetImpulseFromForce(in PhysicsMass, float, in float3, in ForceMode, in float, out float3, out PhysicsMass)
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GetLinearVelocity(in PhysicsVelocity, PhysicsMass, float3, quaternion, float3)
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Get the linear velocity of a rigid body at a given point (in world space)
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Integrate(in PhysicsVelocity, in PhysicsMass, float, ref float3, ref quaternion)
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Compute a future position and orientation for a dynamic rigid body based on its current
trajectory, after a specified amount of time.
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MakeUnique(ref PhysicsCollider, in Entity, EntityCommandBuffer)
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Makes this collider unique if this is not already the case.
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MakeUnique(ref PhysicsCollider, in Entity, ParallelWriter, int)
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Makes this collider unique if this is not already the case.
This function can be used in a job.
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MakeUnique(ref PhysicsCollider, in Entity, EntityManager)
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Makes this collider unique if this is not already the case.
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SetAngularVelocityWorldSpace(ref PhysicsVelocity, in PhysicsMass, in quaternion, in float3)
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Set the world-space angular velocity of a rigid body.
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SetCenterOfMassWorldSpace(ref PhysicsMass, in float3, in quaternion, float3)
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Set the center of mass in world space.
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