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Rigidbody

extends Component

The RigidBody class is mainly used for the physical simulation of game objects, adding physical effects to game objects.

During runtime, you can obtain the RigidBody component object using the following method:

typescript
let obj = new GameObject();
let rigid = obj.AddComponent<RigidBody>(RigidBody);

成员变量

Rigidbody.isSleeping : boolean
(Read Only) Whether the Rigidbody is sleeping.
Rigidbody.solverIterations : number
The number of iterations used by the physics engine when solving positions.
Rigidbody.useGravity : boolean
Whether the rigidbody is affected by gravity.
Rigidbody.isKinematic : boolean
Whether the rigidbody is enabled for physics simulation.
Rigidbody.freezeRotation : boolean
Rigidbody.detectCollisions : boolean
Whether to enable collision detection.
Rigidbody.interpolation : RigidbodyInterpolation
How to perform object interpolation.
Rigidbody.centerOfMass : Vector3
The position of the center of mass of the Rigidbody.
Rigidbody.mass : number
The mass of the rigidbody.
Rigidbody.solverVelocityIterations : number
The number of iterations used by the physics engine to calculate the velocity of rigid bodies.
Rigidbody.drag : number
The air resistance experienced by a rigid body in motion.
Rigidbody.angularDrag : number
Angular drag of the object.
Rigidbody.sleepThreshold : number
The velocity threshold at which a rigidbody enters sleep mode.
Rigidbody.maxAngularVelocity : number
The maximum angular velocity of the rigidbody.
Rigidbody.maxLinearVelocity : number
The maximum linear velocity of the Rigidbody.
Rigidbody.worldCenterOfMass : Vector3
(Read Only) The center of mass position of the Rigidbody in world space.
Rigidbody.maxDepenetrationVelocity : number
The maximum velocity for resolving penetration of a Rigidbody.
Rigidbody.position : Vector3
Position of the Rigidbody.
Rigidbody.velocity : Vector3
The velocity vector of the Rigidbody.
Rigidbody.angularVelocity : Vector3
Angular velocity vector of the rigidbody.
Rigidbody.inertiaTensor : Vector3
The inertia tensor of this object.
Rigidbody.rotation : Quaternion
Rotation of the Rigidbody.
Rigidbody.inertiaTensorRotation : Quaternion
The rotation of the inertia tensor of the object.
Rigidbody.raints : RigidbodyConstraints
Controls the simulation degrees of freedom for this Rigidbody.
Rigidbody.collisionDetectionMode : CollisionDetectionMode
Collision detection mode of a Rigidbody.
Rigidbody.density : void
(Set Only) Sets the mass based on the attached collider.

成员方法

Rigidbody.AddExplosionForce ( explosionForce : number , explosionPosition : Vector3 , explosionRadius : number , upwardsModifier : number , mode : ForceMode ) : void
Applies a force to rigidbodies to simulate an explosion effect.
Rigidbody.AddRelativeTorque ( torque : Vector3 , mode : ForceMode ) : void
Adds a torque to the rigidbody relative to its coordinate system.
Rigidbody.ClosestPointOnBounds ( position : Vector3 ) : ClosestPoint
Returns the squared distance and coordinates of the point on the closest Rigidbody bounding box to the specified point.
Rigidbody.GetPointVelocity ( value : Vector3 ) : Vector3
The velocity vector of a Rigidbody at a specific point in world coordinates.
Rigidbody.AddForce ( force : Vector3 , mode : ForceMode ) : void
Add force to a Rigidbody.
Rigidbody.MovePosition ( value : Vector3 ) : void
Move the position of the Rigidbody.
Rigidbody.AddForceAtPosition ( force : Vector3 , position : Vector3 , mode : ForceMode ) : void
Apply force at a specified position.
Rigidbody.AddRelativeForce ( force : Vector3 , mode : ForceMode ) : void
Add a force to the Rigidbody in its local coordinate system.
Rigidbody.AddTorque ( torque : Vector3 , mode : ForceMode ) : void
Add torque to a Rigidbody.
Rigidbody.GetRelativePointVelocity ( value : Vector3 ) : Vector3
The relative velocity of a given point on the rigidbody.
Rigidbody.MoveRotation ( value : Quaternion ) : void
Rotates the angle of a rigidbody.
Rigidbody.ResetCenterOfMass ( ) : void
Reset the center of mass of the Rigidbody.
Rigidbody.ResetInertiaTensor ( ) : void
Reset the inertia tensor value and rotation.
Rigidbody.Sleep ( ) : void
Rigidbody Sleeping
Rigidbody.WakeUp ( ) : void
Wakes up the Rigidbody.
Rigidbody.SweepTest ( direction : Vector3 , maxDistance : number? ) : RaycastHit|undefined
Test if the rigidbody will collide with any objects when moving in the scene.