Table of Contents

Class PhysicsHelper

Namespace
VoxelPlayground.Ragdoll
Assembly
GamePlay.dll
public static class PhysicsHelper
Inheritance
object
PhysicsHelper

Fields

CheckMask

public static int CheckMask

Field Value

int

DEFAULT_GRAVITY

public const float DEFAULT_GRAVITY = 0.98

Field Value

float

DefaultTimeScale

public static float DefaultTimeScale

Field Value

float

FPS01Sec

public const float FPS01Sec = 1

Field Value

float

FPS02Sec

public const float FPS02Sec = 0.5

Field Value

float

FPS03Sec

public const float FPS03Sec = 0.33333334

Field Value

float

FPS04Sec

public const float FPS04Sec = 0.25

Field Value

float

FPS05Sec

public const float FPS05Sec = 0.2

Field Value

float

FPS06Sec

public const float FPS06Sec = 0.16666667

Field Value

float

FPS07Sec

public const float FPS07Sec = 0.14285715

Field Value

float

FPS08Sec

public const float FPS08Sec = 0.125

Field Value

float

FPS09Sec

public const float FPS09Sec = 0.11111111

Field Value

float

FPS10Sec

public const float FPS10Sec = 0.1

Field Value

float

FPS20Sec

public const float FPS20Sec = 0.05

Field Value

float

FPS25Sec

public const float FPS25Sec = 0.04

Field Value

float

FPS30Sec

public const float FPS30Sec = 0.033333335

Field Value

float

FPS35Sec

public const float FPS35Sec = 0.028571429

Field Value

float

FPS45Sec

public const float FPS45Sec = 0.022222223

Field Value

float

FPS50Sec

public const float FPS50Sec = 0.02

Field Value

float

FPS60Sec

public const float FPS60Sec = 0.016666668

Field Value

float

FPS75Sec

public const float FPS75Sec = 0.013333334

Field Value

float

FPS90Sec

public const float FPS90Sec = 0.011111111

Field Value

float

LogicTimeScale

for fast access timescale, faster than Time.timescale

public static float LogicTimeScale

Field Value

float

LogicTimeScaleLerpOne

public static float LogicTimeScaleLerpOne

Field Value

float

LogicTimeScaleReciprocal

public static float LogicTimeScaleReciprocal

Field Value

float

LogicTimeScaleReciprocalSqr

public static float LogicTimeScaleReciprocalSqr

Field Value

float

OriginalFixedDeltaTime

public static float OriginalFixedDeltaTime

Field Value

float

OriginalMaximumDeltaTime

public static float OriginalMaximumDeltaTime

Field Value

float

raycastHitsArray

public static RaycastHit[] raycastHitsArray

Field Value

RaycastHit[]

shareOverlapColArray

public static Collider[] shareOverlapColArray

Field Value

Collider[]

SlowTimeScale

public static float SlowTimeScale

Field Value

float

Methods

AddForceLimit(Rigidbody, Vector3, float)

public static void AddForceLimit(this Rigidbody rb, Vector3 force, float limit = 350)

Parameters

rb Rigidbody
force Vector3
limit float

CheckRaycast(Vector3, Vector3, float)

public static bool CheckRaycast(Vector3 pos, Vector3 dir, float dis)

Parameters

pos Vector3
dir Vector3
dis float

Returns

bool

CheckShortRaycast(Vector3, Vector3, float)

public static bool CheckShortRaycast(Vector3 pos, Vector3 dir, float dis)

Parameters

pos Vector3
dir Vector3
dis float

Returns

bool

GetLatestHitResults()

replacement for lua version, please call PhysicsHelper.RaycastAll first

public static RaycastHit[] GetLatestHitResults()

Returns

RaycastHit[]

IgnoreCollisions(Collider, Collider[], bool)

public static void IgnoreCollisions(Collider col1, Collider[] cols2, bool ig)

Parameters

col1 Collider
cols2 Collider[]
ig bool

IgnoreCollisions(Collider[], Collider[], bool)

public static void IgnoreCollisions(Collider[] cols1, Collider[] cols2, bool ig)

Parameters

cols1 Collider[]
cols2 Collider[]
ig bool

InitRaycast(int)

public static void InitRaycast(int mask)

Parameters

mask int

IsSlowMo()

public static bool IsSlowMo()

Returns

bool

LimitVelocityForce(Vector3, float, float)

public static Vector3 LimitVelocityForce(Vector3 force, float min, float max)

Parameters

force Vector3
min float
max float

Returns

Vector3

LimitVelocityForce(Vector3, float)

public static Vector3 LimitVelocityForce(Vector3 force, float limit)

Parameters

force Vector3
limit float

Returns

Vector3

Pin(Transform, Rigidbody, Vector3, float, float)

public static void Pin(Transform target, Rigidbody follow, Vector3 localFollowPoint, float deltaTime, float forceMlp)

Parameters

target Transform
follow Rigidbody
localFollowPoint Vector3
deltaTime float
forceMlp float

Raycast(Vector3, Vector3, out RaycastHit, float, LayerMask)

replacement for lua version

public static bool Raycast(Vector3 pos, Vector3 dir, out RaycastHit hitInfo, float dis, LayerMask mask)

Parameters

pos Vector3
dir Vector3
hitInfo RaycastHit
dis float
mask LayerMask

Returns

bool

RaycastAll(Vector3, Vector3, float, LayerMask)

replacement for lua version ,please call GetLatestHitResults() to get the array this function will not cause gc, because we're reusing the same array so don't reference the array when you out of scope

public static int RaycastAll(Vector3 pos, Vector3 dir, float dis, LayerMask mask)

Parameters

pos Vector3
dir Vector3
dis float
mask LayerMask

Returns

int

RecoverGravity()

public static void RecoverGravity()

SetGravity(float)

public static void SetGravity(float g)

Parameters

g float

SetPhysicsTime(float)

public static void SetPhysicsTime(float t)

Parameters

t float

SetTimeScale(float)

public static void SetTimeScale(float scale)

Parameters

scale float