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    Struct PhysicsMass

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

    Implements
    IComponentData
    IQueryTypeParameter
    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    ValueType.ToString()
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    Namespace: Unity.Physics
    Assembly: solution.dll
    Syntax
    public struct PhysicsMass : IComponentData, IQueryTypeParameter

    Fields

    Name Description
    AngularExpansionFactor

    See MassProperties.AngularExpansionFactor.

    InverseInertia

    Zero is allowed, for infinite inertia.

    InverseMass

    Zero is allowed, for infinite mass.

    Transform

    Center of mass and orientation of principal axes.

    Properties

    Name Description
    CenterOfMass

    Gets or sets the center of mass.

    HasInfiniteInertia

    Gets a value indicating whether this object has infinite inertia.

    HasInfiniteMass

    Gets a value indicating whether this object has infinite mass.

    InertiaOrientation

    Gets or sets the inertia orientation.

    IsKinematic

    Gets a value indicating whether this object is kinematic.

    Methods

    Name Description
    CreateDynamic(MassProperties, float)

    Creates a dynamic mass.

    CreateKinematic(MassProperties)

    Creates a kinematic mass.

    Extension Methods

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