Physics

class in InfEngine.physics

Description

Global physics system for raycasting and spatial queries.

description

Properties

Name Type Description
gravity Any The global gravity vector applied to all rigidbodies.

properties

Static Methods

Method Description
static Physics.get_gravity() → Any Get the global gravity vector.
static Physics.set_gravity(value: Any) → None Set the global gravity vector.
static Physics.raycast(origin: Any, direction: Any, max_distance: float = ..., layer_mask: int = ..., query_triggers: bool = ...) → Optional[Any] Cast a ray and return the first hit, or None.
static Physics.raycast_all(origin: Any, direction: Any, max_distance: float = ..., layer_mask: int = ..., query_triggers: bool = ...) → List[Any] Cast a ray and return all hits.
static Physics.overlap_sphere(center: Any, radius: float, layer_mask: int = ..., query_triggers: bool = ...) → List[Any] Find all colliders within a sphere.
static Physics.overlap_box(center: Any, half_extents: Any, layer_mask: int = ..., query_triggers: bool = ...) → List[Any] Find all colliders within an axis-aligned box.
static Physics.sphere_cast(origin: Any, radius: float, direction: Any, max_distance: float = ..., layer_mask: int = ..., query_triggers: bool = ...) → Optional[Any] Cast a sphere along a direction and return the first hit, or None.
static Physics.box_cast(center: Any, half_extents: Any, direction: Any, max_distance: float = ..., layer_mask: int = ..., query_triggers: bool = ...) → Optional[Any] Cast a box along a direction and return the first hit, or None.
static Physics.ignore_layer_collision(layer1: int, layer2: int, ignore: bool = ...) → None Set whether collisions between two layers are ignored.
static Physics.get_ignore_layer_collision(layer1: int, layer2: int) → bool Check if collisions between two layers are ignored.

static_methods

Example

# TODO: Add example for Physics

example

See Also

see_also