Namespace: Astra · Assembly: Astra.Scripting · Tipo: Struct
readonly struct Astra.PhysicsBodyRuntime
Instance-bound access to the real native body. Recreating or removing the component invalidates this access; rebuilding its solver body preserves it.
AddAngularVelocityChange
public void AddAngularVelocityChange(System.Numerics.Vector3 delta)
| Parâmetro |
Tipo |
Contrato |
delta |
System.Numerics.Vector3 |
|
AddForceAtPosition
public void AddForceAtPosition(System.Numerics.Vector3 force, System.Numerics.Vector3 worldPoint)
| Parâmetro |
Tipo |
Contrato |
force |
System.Numerics.Vector3 |
|
worldPoint |
System.Numerics.Vector3 |
|
AddImpulseAtPosition
public void AddImpulseAtPosition(System.Numerics.Vector3 impulse, System.Numerics.Vector3 worldPoint)
| Parâmetro |
Tipo |
Contrato |
impulse |
System.Numerics.Vector3 |
|
worldPoint |
System.Numerics.Vector3 |
|
AddVelocityChange
public void AddVelocityChange(System.Numerics.Vector3 delta)
| Parâmetro |
Tipo |
Contrato |
delta |
System.Numerics.Vector3 |
|
GetPointVelocity
public System.Numerics.Vector3 GetPointVelocity(System.Numerics.Vector3 worldPoint)
| Parâmetro |
Tipo |
Contrato |
worldPoint |
System.Numerics.Vector3 |
|
GetRelativePointVelocity
public System.Numerics.Vector3 GetRelativePointVelocity(System.Numerics.Vector3 localPoint)
| Parâmetro |
Tipo |
Contrato |
localPoint |
System.Numerics.Vector3 |
|
ReadState
public Astra.PhysicsBodyState ReadState()
SetLinearAndAngularVelocity
public void SetLinearAndAngularVelocity(System.Numerics.Vector3 linear, System.Numerics.Vector3 angular)
Both velocities are published under one body lock, capped by its solver limits.
| Parâmetro |
Tipo |
Contrato |
linear |
System.Numerics.Vector3 |
|
angular |
System.Numerics.Vector3 |
|
Sleep
Refuses static/kinematic bodies and bodies with AllowSleep false. Jolt sleep clears velocity; waking does not restore it.
TryReadState
public bool TryReadState(out Astra.PhysicsBodyState state)
| Parâmetro |
Tipo |
Contrato |
state |
Astra.PhysicsBodyState |
· Out |
WakeUp
AngularVelocity
public System.Numerics.Vector3 AngularVelocity { get; set; }
CenterOfMass
public System.Numerics.Vector3 CenterOfMass { get; }
IsActive
public bool IsActive { get; }
IsSleeping
public bool IsSleeping { get; }