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best approach to Lock Angular Axes (X and Z) on Physics Entities

Discussion in 'Physics for ECS' started by Opeth001, Oct 8, 2019.

  1. Opeth001

    Opeth001

    Joined:
    Jan 28, 2017
    Posts:
    1,112
    Hello Everyone,

    im looking for a good way to Lock X and Z Angular Axes for some Dynamic bodies (Pure Enities). (Characters)
    why does the Unity PhysicsBody do not support it like the Old Rogidbody ?

    Thank you.
     
  2. TRS6123

    TRS6123

    Joined:
    May 16, 2015
    Posts:
    246
    In the Physics Mass IComponentData, there's a float3 field called InverseInertia. Set the X and Z components of that field to 0 to lock rotation around those axes.
     
    Opeth001 likes this.
  3. TRS6123

    TRS6123

    Joined:
    May 16, 2015
    Posts:
    246
    AFAIK Unity Physics doesn't have an authoring component to set up rotation locking, so I made one myself:
    Code (CSharp):
    1. [DisallowMultipleComponent, RequiresEntityConversion, RequireComponent(typeof(PhysicsBodyAuthoring))]
    2. public class FreezeRotationAuthoring : MonoBehaviour
    3. {
    4.     public bool3 Flags;
    5. }
    6.  
    7. [UpdateAfter(typeof(PhysicsBodyConversionSystem))]
    8. public class FreezeRotationConversionSystem : GameObjectConversionSystem
    9. {
    10.     protected override void OnUpdate()
    11.     {
    12.         Entities.ForEach((FreezeRotationAuthoring freezeRotation) =>
    13.         {
    14.             Entity entity = GetPrimaryEntity(freezeRotation.gameObject);
    15.             PhysicsMass mass = DstEntityManager.GetComponentData<PhysicsMass>(entity);
    16.             if (freezeRotation.Flags.x)
    17.                 mass.InverseInertia.x = 0f;
    18.             if (freezeRotation.Flags.y)
    19.                 mass.InverseInertia.y = 0f;
    20.             if (freezeRotation.Flags.z)
    21.                 mass.InverseInertia.z = 0f;
    22.             DstEntityManager.SetComponentData(entity, mass);
    23.         });
    24.     }
    25. }
     
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  4. Opeth001

    Opeth001

    Joined:
    Jan 28, 2017
    Posts:
    1,112
    Thank you!
     
  5. starikcetin

    starikcetin

    Joined:
    Dec 7, 2017
    Posts:
    340
    What does
    InverseInertia
    do? Is it
    1 / Inertia
    ?
     
  6. TRS6123

    TRS6123

    Joined:
    May 16, 2015
    Posts:
    246
    @starikcetin Pretty much. It's common for physics engines to opt for inverse values for mass and inertia for performance.
     
    Opeth001 and starikcetin like this.
  7. TRS6123

    TRS6123

    Joined:
    May 16, 2015
    Posts:
    246
    Upon further inspection, this is not the case. If you check the "Override Default Mass Distribution" toggle in PhysicsBodyAuthoring, a float3 field called "InertiaTensor" will be visible. You can lock rotation around an axis by setting the corresponding component of that field to Infinity.