Class Rigidbody4
Rigidbody makes the object is participating in the physics simulations.
public class Rigidbody4 : MonoBehaviour4
Namespace Engine4.Physics
Remarks
It's generally not a good idea if you put the same rigidbody in the same object, or in the parent, as both will change transformation together and causing deadlocks.
Constructors
Rigidbody4()
public Rigidbody4()
Properties
angularDamping
Angular damping of the body
public float angularDamping { get; set; }
angularVelocity
Angular velocity of this rigidbody (radian/sec)
public Euler4 angularVelocity { get; set; }
gravityScale
Amount of gravity that affects the body
public float gravityScale { get; set; }
linearDamping
Linear damping of the body
public float linearDamping { get; set; }
linearVelocity
Linear velocity of this rigidbody (world unit/sec)
public Vector4 linearVelocity { get; set; }
type
Rigidbody type during simulation
public BodyType type { get; set; }
Methods
AddForce(Vector4)
Add a force
public void AddForce(Vector4 force)
Remarks
A force is affected by delta time and mass and it is generally accumulated over time.
AddForceAtPosition(Vector4, Vector4)
Add force at position
public void AddForceAtPosition(Vector4 force, Vector4 point)
AddImpulse(Vector4)
Add an impulse
public void AddImpulse(Vector4 impulse)
Remarks
An impulse is not affected by delta time but mass and it is generally applied once.
AddTorque(Euler4)
Add torque (force in terms of rotation)
public void AddTorque(Euler4 torque)
Sleep()
Set rigidbody to sleep
public void Sleep()
ToString(Boolean)
Dump state to string for debugging ease.
public string ToString(bool report)
WakeUp()
Wake up rigidbody if it sleeping
public void WakeUp()