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ITextStudio3DForces

InterfaceTextStudio.ThreeDTextStudio.3D
public interface ITextStudio3DForces

Focused force and physical-letter control contract.

TriggerPhysicsDrop(float, Vector3?, Vector3?)

Section titled “TriggerPhysicsDrop(float, Vector3?, Vector3?)”
void TriggerPhysicsDrop(float mass, Vector3? initialVelocity = null, Vector3? initialAngularVelocity = null)

Switches generated letters to physical output and releases them with optional initial velocities.

Parameters

Name Type
mass System.Single
initialVelocity System.Nullable{UnityEngine.Vector3}
initialAngularVelocity System.Nullable{UnityEngine.Vector3}
void TriggerGravityDrop(float strength, Vector3? direction = null)

Applies a persistent gravity-like force in renderer-local space.

Parameters

Name Type
strength System.Single
direction System.Nullable{UnityEngine.Vector3}
void TriggerRadialBlast(Vector3 origin, float strength, float radius)

Pushes glyphs away from a renderer-local origin inside the supplied radius.

Parameters

Name Type
origin UnityEngine.Vector3
strength System.Single
radius System.Single
void TriggerAttractor(Vector3 origin, float strength, float radius)

Pulls glyphs toward a renderer-local origin inside the supplied radius.

Parameters

Name Type
origin UnityEngine.Vector3
strength System.Single
radius System.Single
void TriggerVortex(Vector3 origin, float strength, float radius)

Applies a tangential vortex around a renderer-local origin inside the supplied radius.

Parameters

Name Type
origin UnityEngine.Vector3
strength System.Single
radius System.Single
void TriggerWind(Vector3 direction, float strength)

Applies a directional force in renderer-local space.

Parameters

Name Type
direction UnityEngine.Vector3
strength System.Single
void ResetForces(bool springBack = true)

Clears retained force offsets and optionally springs visual glyphs back to their authored poses.

Parameters

Name Type
springBack System.Boolean
void ResetPhysicalLetters(bool kinematic = true)

Returns physical letters to their authored transforms after clearing retained force offsets.

Parameters

Name Type Description
kinematic System.Boolean Whether restored rigidbodies remain kinematic.

bool HasActiveForceSimulation { get; }

Returns

System.Boolean

int PhysicalBodyCount { get; }

Returns

System.Int32