Instance Method

applyImpulse(_:at:relativeTo:)

Applies an impulse to the physics body at the specified position.

Declaration

func applyImpulse(_ impulse: SIMD3<Float>, at position: SIMD3<Float>, relativeTo referenceEntity: Entity?)

Parameters

impulse

An impulse in newton seconds.

position

The position at which to apply the impulse.

referenceEntity

The reference entity that defines the coordinate space in which position and impulse are defined.

See Also

Simulating Forces and Impulses

var physicsBody: PhysicsBodyComponent?

A component that is used for physics simulations of the model entity in accordance with the laws of Newtonian mechanics.

struct PhysicsBodyComponent

A component that defines an entity’s behavior in physics body simulations.

func addForce(SIMD3<Float>, relativeTo: Entity?)

Applies a force to the physics body at its center of mass.

func addForce(SIMD3<Float>, at: SIMD3<Float>, relativeTo: Entity?)

Applies a force to the physics body at the specified position.

func addTorque(SIMD3<Float>, relativeTo: Entity?)

Applies a torque to the physics body at its center of mass.

func clearForcesAndTorques()

Clears all forces previously added to the physics body.

func applyLinearImpulse(SIMD3<Float>, relativeTo: Entity?)

Applies an impulse to the physics body at its center of mass.

func applyAngularImpulse(SIMD3<Float>, relativeTo: Entity?)

Applies an angular (torque) impulse to the physics body at its center of mass.

func resetPhysicsTransform(recursive: Bool)

Resets the position, orientation, and velocities of the simulated physics body.

func resetPhysicsTransform(Transform, recursive: Bool)

Resets the position and velocities of the simulated physics body.

Deprecated
protocol HasPhysicsBody

An interface that enables physics simulations based on the rules of Newtonian mechanics.