Photon Quantum 3.0.0

Quantum.PhysicsBody3D Member List

This is the complete list of members for Quantum.PhysicsBody3D, including all inherited members.

AddAngularImpulse(FPVector3 amount)Quantum.PhysicsBody3Dinline
AddForce(FPVector3 amount, FPVector3? relativePoint=null)Quantum.PhysicsBody3Dinline
AddForceAtPosition(FPVector3 force, FPVector3 position, Transform3D transform)Quantum.PhysicsBody3Dinline
AddForceAtPosition(FPVector3 force, FPVector3 position, Transform3D *transform)Quantum.PhysicsBody3Dinline
AddLinearImpulse(FPVector3 amount, FPVector3? relativePoint=null)Quantum.PhysicsBody3Dinline
AddLinearImpulseAtPosition(FPVector3 impulse, FPVector3 position, Transform3D transform)Quantum.PhysicsBody3Dinline
AddLinearImpulseAtPosition(FPVector3 impulse, FPVector3 position, Transform3D *transform)Quantum.PhysicsBody3Dinline
AddTorque(FPVector3 amount)Quantum.PhysicsBody3Dinline
AllowSleepingQuantum.PhysicsBody3D
AngularDragQuantum.PhysicsBody3D
AngularVelocityQuantum.PhysicsBody3D
CenterOfMassQuantum.PhysicsBody3D
ClearForce()Quantum.PhysicsBody3Dinline
ClearTorque()Quantum.PhysicsBody3Dinline
ConfigFlags enum nameQuantum.PhysicsBody3D
CreateDynamic(FP mass, FP drag, FP angularDrag, Boolean allowSleeping, Boolean awakenByKinematics=false, RotationFreezeFlags flags=default, FPVector3? centerOfMass=null, NullableFP gravityScale=default)Quantum.PhysicsBody3Dinlinestatic
CreateDynamic(FP mass, FP drag=default, FP angularDrag=default, ConfigFlags bodyConfig=ConfigFlags.Default, RotationFreezeFlags flags=default, FPVector3? centerOfMass=null, NullableFP gravityScale=default)Quantum.PhysicsBody3Dinlinestatic
CreateKinematic()Quantum.PhysicsBody3Dinlinestatic
DragQuantum.PhysicsBody3D
EnabledQuantum.PhysicsBody3D
ForceQuantum.PhysicsBody3D
GetInertiaTensor()Quantum.PhysicsBody3Dinline
GetPointVelocity(FPVector3 point, Transform3D *bodyTransform)Quantum.PhysicsBody3Dinline
GetRelativePointVelocity(FPVector3 point, Transform3D *bodyTransform)Quantum.PhysicsBody3Dinline
GravityScaleQuantum.PhysicsBody3D
InitBody(FP bodyMass, FP drag, FP angularDrag, ConfigFlags bodyConfig, RotationFreezeFlags rotationFlags, FPVector3? centerOfMass=null, NullableFP gravityScale=default)Quantum.PhysicsBody3Dinline
IsAwakenedByKinematicsQuantum.PhysicsBody3D
IsKinematicQuantum.PhysicsBody3D
IsSleepingQuantum.PhysicsBody3D
MassQuantum.PhysicsBody3D
MassInverseQuantum.PhysicsBody3D
ResetCenterOfMass(FrameBase f, EntityRef entity)Quantum.PhysicsBody3Dinline
ResetInertia(FrameBase frame, EntityRef entity)Quantum.PhysicsBody3Dinline
RotationFreezeQuantum.PhysicsBody3D
Serialize(void *ptr, FrameSerializer serializer)Quantum.PhysicsBody3Dinlinestatic
SetInertiaTensor(FPVector3 inertiaTensor)Quantum.PhysicsBody3Dinline
SIZEQuantum.PhysicsBody3Dstatic
Sleep()Quantum.PhysicsBody3Dinline
TorqueQuantum.PhysicsBody3D
UseContinuousCollisionDetectionQuantum.PhysicsBody3D
VelocityQuantum.PhysicsBody3D
WakeUp()Quantum.PhysicsBody3Dinline