Mod API update 0.27.*

Mod API update 0.27.*

Added methods for rotation.

es.Root.Rigidbody.Rotation = {x,y,z,w}

Quaternions are used to represent rotations.

They are compact, don’t suffer from gimbal lock and can easily be interpolated. Unity internally uses Quaternions to represent all rotations.

They are based on complex numbers and are not easy to understand intuitively. You almost never access or modify individual Quaternion components (x,y,z,w); most often you would just take existing rotations and use them to construct new rotations (e.g. to smoothly interpolate between two rotations). The Quaternion functions that you use 99% of the time are: Quaternion.LookRotation, Quaternion.Angle, Quaternion.Euler, Quaternion.Slerp, Quaternion.FromToRotation, and Quaternion.identity. (The other functions are only for exotic uses.)

es.Quaternion - stores methods for working with quaternions


es.Quaternion.Euler(float x, float y, float z)

Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis.


Quaternion es.Quaternion.LookRotation(Vector3 forward, Vector3 upwards = Vector3.up)


Creates a rotation with the specified forward and upwards directions.

Z axis will be aligned with forward, X axis aligned with cross product between forward and upwards, and Y axis aligned with cross product between Z and X.

Returns identity if forward or upwards magnitude is zero.
Returns identity if forward and upwards are colinear.


 Quaternion es.Quaternion.FromToRotation(Vector3 fromDirection, Vector3 toDirection)


Creates a rotation which rotates from fromDirection to toDirection.


Vector3 es.Quaternion.ToEulerAngles(Quaternion rotation)


Returns the euler angle representation of the rotation.

A rotation that rotates euler.z degrees around the z axis, euler.x degrees around the x axis, and euler.y degrees around the y axis (in that order).


Quaternion es.Quaternion.Inverse(Quaternion rotation)


Returns the Inverse of rotation.

Quaternion es.Quaternion.Multiply(Quaternion a, Quaternion b)


Multiplies two quaternions

Vector3 es.Quaternion.MultiplyByVector(Quaternion a, Vector3 vector)


Multiplies quaternion by vector and returns vector. use it to rotate vector by rotation a



Sets or gets a rotation of this rigidbody (quaternion)


es.Root.Rigidbody.RotateAround(Vector3 point, Vector3 axis, float angle)


Rotates the transform about axis passing through point in world coordinates by angle degrees.

This modifies both the position and the rotation of the transform.




Gets a rotation of transform (quaternion)




returns a transform of the root



void es.Root.Rigidbody.AddExplosionForce(float explosionForceVector3 explosionPosition, float explosionRadius, float upwardsModifier = 0.0f, int mode = 0));


explosionForce The force of the explosion (which may be modified by distance).
explosionPosition The centre of the sphere within which the explosion has its effect.
explosionRadius The radius of the sphere within which the explosion has its effect.
upwardsModifier Adjustment to the apparent position of the explosion to make it seem to lift objects.
mode The method used to apply the force to its targets.

// Summary:
// Add a continuous force to the rigidbody, using its mass.
Force = 0,
// Summary:
// Add an instant force impulse to the rigidbody, using its mass.
Impulse = 1,
// Summary:
// Add an instant velocity change to the rigidbody, ignoring its mass.
VelocityChange = 2,
// Summary:
// Add a continuous acceleration to the rigidbody, ignoring its mass.
Acceleration = 5


Applies a force to a rigidbody that simulates explosion effects.

The explosion is modelled as a sphere with a certain centre position and radius in world space; normally, anything outside the sphere is not affected by the explosion and the force decreases in proportion to distance from the centre. However, if a value of zero is passed for the radius then the full force will be applied regardless of how far the centre is from the rigidbody.

By default, the direction of the force is the line going from the explosion centre to the rigidbody’s centre of mass. If you pass a non-zero value for the upwardsModifierparameter, the direction will be modified by subtracting that value from the Y component of the centre point. For example, if you pass a value of 2.0 for upwardsModifier, the explosion will appear to be centred 2.0 units below its actual position for purposes of calculating the force direction (ie, the centre and the radius of effect are not modified). Using this parameter, you can easily make the explosion appear to throw objects up into the air, which often gives a more dramatic effect than a simple outward force.

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