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    Struct PhysicsVelocity

    The velocity of a rigid body. If absent, the rigid body is static.

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

    Fields

    Angular

    The body's angular velocity in radians per second about each principal axis specified by Transform . In order to get or set world-space values, use GetAngularVelocityWorldSpace(in PhysicsVelocity, in PhysicsMass, in quaternion) and SetAngularVelocityWorldSpace(ref PhysicsVelocity, in PhysicsMass, in quaternion, in float3), respectively.

    Declaration
    public float3 Angular
    Field Value
    Type Description
    float3

    Linear

    The body's world-space linear velocity in units per second.

    Declaration
    public float3 Linear
    Field Value
    Type Description
    float3

    Zero

    Zero Physics Velocity. All fields are initialized to zero.

    Declaration
    public static readonly PhysicsVelocity Zero
    Field Value
    Type Description
    PhysicsVelocity

    Methods

    CalculateVelocityToTarget(in PhysicsMass, in float3, in quaternion, in RigidTransform, in float)

    Create a PhysicsVelocity required to move a body to a target position and orientation. Use this method to control kinematic bodies directly if they need to generate contact events when moving to their new positions. If you need to teleport kinematic bodies you can simply set their Unity.Transforms.LocalTransform component values directly.

    Declaration
    public static PhysicsVelocity CalculateVelocityToTarget(in PhysicsMass bodyMass, in float3 bodyPosition, in quaternion bodyOrientation, in RigidTransform targetTransform, in float stepFrequency)
    Parameters
    Type Name Description
    PhysicsMass bodyMass

    The body's PhysicsMass component.

    float3 bodyPosition

    The body's world-space position.

    quaternion bodyOrientation

    The body's world-space rotation.

    RigidTransform targetTransform

    The desired translation and rotation values the body should move to in world space.

    float stepFrequency

    The step frequency in the simulation where the body's motion is solved (i.e., 1 / FixedDeltaTime).

    Returns
    Type Description
    PhysicsVelocity

    The calculated velocity to target.

    Implements

    Unity.Entities.IComponentData
    Unity.Entities.IQueryTypeParameter

    Extension Methods

    PhysicsComponentExtensions.ApplyAngularImpulse(ref PhysicsVelocity, in PhysicsMass, float, in float3)
    PhysicsComponentExtensions.ApplyAngularImpulse(ref PhysicsVelocity, in PhysicsMass, in float3)
    PhysicsComponentExtensions.ApplyExplosionForce(ref PhysicsVelocity, in PhysicsMass, in PhysicsCollider, in float3, in quaternion, float, in float3, in float, in float, in float3, in float, ForceMode)
    PhysicsComponentExtensions.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)
    PhysicsComponentExtensions.ApplyImpulse(ref PhysicsVelocity, in PhysicsMass, in float3, in quaternion, float, in float3, in float3)
    PhysicsComponentExtensions.ApplyImpulse(ref PhysicsVelocity, in PhysicsMass, in float3, in quaternion, in float3, in float3)
    PhysicsComponentExtensions.ApplyLinearImpulse(ref PhysicsVelocity, in PhysicsMass, float, in float3)
    PhysicsComponentExtensions.ApplyLinearImpulse(ref PhysicsVelocity, in PhysicsMass, in float3)
    PhysicsComponentExtensions.GetAngularVelocityWorldSpace(in PhysicsVelocity, in PhysicsMass, in quaternion)
    PhysicsComponentExtensions.GetLinearVelocity(in PhysicsVelocity, PhysicsMass, float3, quaternion, float3)
    PhysicsComponentExtensions.Integrate(in PhysicsVelocity, in PhysicsMass, float, ref float3, ref quaternion)
    PhysicsComponentExtensions.SetAngularVelocityWorldSpace(ref PhysicsVelocity, in PhysicsMass, in quaternion, in float3)
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