RigidBodyComponent
class · namespace Hazel · Component
Inherits Component
public class RigidBodyComponent : Component
Properties
AngularDrag
public float AngularDrag { get; set; }
AngularVelocity
public Vector3 AngularVelocity { get; set; }
BodyType
public EBodyType BodyType { get; set; }
IsGravityEnabled
public bool IsGravityEnabled { get; set; }
IsSleeping
public bool IsSleeping { get; set; }
IsTrigger
public bool IsTrigger { get; set; }
Layer
public uint Layer { get; set; }
LayerName
public string LayerName { get; set; }
LinearDrag
public float LinearDrag { get; set; }
LinearVelocity
public Vector3 LinearVelocity { get; set; }
Mass
public float Mass { get; set; }
MaxAngularVelocity
public float MaxAngularVelocity { get; set; }
MaxLinearVelocity
public float MaxLinearVelocity { get; set; }
Methods
AddForce(Vector3, EForceMode)
public void AddForce(Vector3 force, EForceMode forceMode = EForceMode.Force)
AddForceAtLocation(Vector3, Vector3, EForceMode)
public void AddForceAtLocation(Vector3 force, Vector3 location, EForceMode forceMode = EForceMode.Force)
AddTorque(Vector3, EForceMode)
public void AddTorque(Vector3 torque, EForceMode forceMode = EForceMode.Force)
GetLockedAxes()
public uint GetLockedAxes()
IsAxisLocked(EActorAxis)
public bool IsAxisLocked(EActorAxis axis)
MoveKinematic(Vector3, Vector3, float)
public void MoveKinematic(Vector3 targetPosition, Vector3 targetRotation, float deltaSeconds)
Rotate(Vector3)
public void Rotate(Vector3 rotation)
SetAxisLock(EActorAxis, bool, bool)
public void SetAxisLock(EActorAxis axis, bool value, bool forceWake = false)
Source: Hazel/Scene/Components.cs