PhysicsBodyBuilderclass

Builds a physics body for a model or standalone physics resource.

object→PhysicsBodyBuilder
Namespace
Sandbox
Assembly
Sandbox.Engine
Declaration
public sealed class Sandbox.PhysicsBodyBuilder

Constructors1

Showing 1 constructors

Methods11

Showing 11 methods

public Sandbox.PhysicsBodyBuilder AddMesh(System.Span`1<Vector3> vertices, System.Span`1<uint> indices, System.Span`1<byte> materials)PUBLIC

ParameterTypeDescription
verticesSpan<Vector3>—
indicesSpan<uint>—
materialsSpan<byte>—

public Sandbox.PhysicsBodyBuilder SetBoneName(string boneName)PUBLIC

ParameterTypeDescription
boneNamestringThe attached bone name, or null to detach it.

public Sandbox.PhysicsBodyBuilder SetDamping(float linear, float angular)PUBLIC

Sets linear and angular velocity damping per second.

ParameterTypeDescription
linearfloat—
angularfloat—

Properties7

Showing 7 properties

public float Sandbox.PhysicsBodyBuilder.AngularDamping { get; set; }PUBLICGETSET

Angular velocity damping per second.

Returns:float—

public string Sandbox.PhysicsBodyBuilder.BoneName { get; set; }PUBLICGETSET

The name of the bone this body is attached to, or `null` if not attached.

Returns:string—

public float Sandbox.PhysicsBodyBuilder.InertiaScale { get; set; }PUBLICGETSET

Multiplier for the calculated inertia tensor, independent of mass.

Returns:float—

public float Sandbox.PhysicsBodyBuilder.LinearDamping { get; set; }PUBLICGETSET

Linear velocity damping per second.

Returns:float—

public float Sandbox.PhysicsBodyBuilder.Mass { get; set; }PUBLICGETSET

The mass of the body in kilograms. Set to `0` to calculate automatically from its shapes and density.

Returns:float—

On this page

Constructorspublic PhysicsBodyBuilder()Methodspublic Sandbox.PhysicsBodyBuilder AddBox(Vector3 extents, System.Nullable`1<Transform> transform = null)public Sandbox.PhysicsBodyBuilder AddCapsule(Capsule capsule, System.Nullable`1<Transform> transform = null)public Sandbox.PhysicsBodyBuilder AddHull(System.Span`1<Vector3> points, System.Nullable`1<Transform> transform = null, System.Nullable`1<Sandbox.PhysicsBodyBuilder.HullSimplify> simplify = null)public Sandbox.PhysicsBodyBuilder AddMesh(System.Span`1<Vector3> vertices, System.Span`1<System.UInt32> indices, System.Span`1<System.Byte> materials)public Sandbox.PhysicsBodyBuilder AddSphere(Sandbox.Sphere sphere, System.Nullable`1<Transform> transform = null)public Sandbox.PhysicsBodyBuilder SetBindPose(Transform bindPose)public Sandbox.PhysicsBodyBuilder SetBoneName(System.String boneName)public Sandbox.PhysicsBodyBuilder SetDamping(System.Single linear, System.Single angular)public Sandbox.PhysicsBodyBuilder SetInertiaScale(System.Single scale)public Sandbox.PhysicsBodyBuilder SetMass(System.Single mass)public Sandbox.PhysicsBodyBuilder SetSurface(Sandbox.Surface surface)Propertiespublic System.Single Sandbox.PhysicsBodyBuilder.AngularDamping { get; set; }public Transform Sandbox.PhysicsBodyBuilder.BindPose { get; set; }public System.String Sandbox.PhysicsBodyBuilder.BoneName { get; set; }public System.Single Sandbox.PhysicsBodyBuilder.InertiaScale { get; set; }public System.Single Sandbox.PhysicsBodyBuilder.LinearDamping { get; set; }public System.Single Sandbox.PhysicsBodyBuilder.Mass { get; set; }public Sandbox.Surface Sandbox.PhysicsBodyBuilder.Surface { get; set; }Metadata