Jolt Physics
A multi core friendly Game Physics Engine
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#include <Body.h>
Public Member Functions | |
JPH_OVERRIDE_NEW_DELETE const BodyID & | GetID () const |
Get the id of this body. | |
EBodyType | GetBodyType () const |
Get the type of body (rigid or soft) | |
bool | IsRigidBody () const |
Check if this body is a rigid body. | |
bool | IsSoftBody () const |
Check if this body is a soft body. | |
JPH_TSAN_NO_SANITIZE bool | IsActive () const |
If this body is currently actively simulating (true) or sleeping (false) | |
bool | IsStatic () const |
Check if this body is static (not movable) | |
bool | IsKinematic () const |
Check if this body is kinematic (keyframed), which means that it will move according to its current velocity, but forces don't affect it. | |
bool | IsDynamic () const |
Check if this body is dynamic, which means that it moves and forces can act on it. | |
bool | CanBeKinematicOrDynamic () const |
Check if a body could be made kinematic or dynamic (if it was created dynamic or with mAllowDynamicOrKinematic set to true) | |
void | SetIsSensor (bool inIsSensor) |
bool | IsSensor () const |
Check if this body is a sensor. | |
void | SetCollideKinematicVsNonDynamic (bool inCollide) |
bool | GetCollideKinematicVsNonDynamic () const |
Check if kinematic objects can generate contact points against other kinematic or static objects. | |
void | SetUseManifoldReduction (bool inUseReduction) |
bool | GetUseManifoldReduction () const |
Check if this body can use manifold reduction. | |
bool | GetUseManifoldReductionWithBody (const Body &inBody2) const |
Checks if the combination of this body and inBody2 should use manifold reduction. | |
void | SetApplyGyroscopicForce (bool inApply) |
Set to indicate that the gyroscopic force should be applied to this body (aka Dzhanibekov effect, see https://en.wikipedia.org/wiki/Tennis_racket_theorem) | |
bool | GetApplyGyroscopicForce () const |
Check if the gyroscopic force is being applied for this body. | |
void | SetEnhancedInternalEdgeRemoval (bool inApply) |
Set to indicate that extra effort should be made to try to remove ghost contacts (collisions with internal edges of a mesh). This is more expensive but makes bodies move smoother over a mesh with convex edges. | |
bool | GetEnhancedInternalEdgeRemoval () const |
Check if enhanced internal edge removal is turned on. | |
bool | GetEnhancedInternalEdgeRemovalWithBody (const Body &inBody2) const |
Checks if the combination of this body and inBody2 should use enhanced internal edge removal. | |
EMotionType | GetMotionType () const |
Get the bodies motion type. | |
void | SetMotionType (EMotionType inMotionType) |
Set the motion type of this body. Consider using BodyInterface::SetMotionType instead of this function if the body may be active or if it needs to be activated. | |
BroadPhaseLayer | GetBroadPhaseLayer () const |
Get broadphase layer, this determines in which broad phase sub-tree the object is placed. | |
ObjectLayer | GetObjectLayer () const |
Get object layer, this determines which other objects it collides with. | |
const CollisionGroup & | GetCollisionGroup () const |
Collision group and sub-group ID, determines which other objects it collides with. | |
CollisionGroup & | GetCollisionGroup () |
void | SetCollisionGroup (const CollisionGroup &inGroup) |
bool | GetAllowSleeping () const |
If this body can go to sleep. Note that disabling sleeping on a sleeping object will not wake it up. | |
void | SetAllowSleeping (bool inAllow) |
void | ResetSleepTimer () |
Resets the sleep timer. This does not wake up the body if it is sleeping, but allows resetting the system that detects when a body is sleeping. | |
float | GetFriction () const |
Friction (dimensionless number, usually between 0 and 1, 0 = no friction, 1 = friction force equals force that presses the two bodies together). Note that bodies can have negative friction but the combined friction (see PhysicsSystem::SetCombineFriction) should never go below zero. | |
void | SetFriction (float inFriction) |
float | GetRestitution () const |
Restitution (dimensionless number, usually between 0 and 1, 0 = completely inelastic collision response, 1 = completely elastic collision response). Note that bodies can have negative restitution but the combined restitution (see PhysicsSystem::SetCombineRestitution) should never go below zero. | |
void | SetRestitution (float inRestitution) |
Vec3 | GetLinearVelocity () const |
Get world space linear velocity of the center of mass (unit: m/s) | |
void | SetLinearVelocity (Vec3Arg inLinearVelocity) |
void | SetLinearVelocityClamped (Vec3Arg inLinearVelocity) |
Vec3 | GetAngularVelocity () const |
Get world space angular velocity of the center of mass (unit: rad/s) | |
void | SetAngularVelocity (Vec3Arg inAngularVelocity) |
void | SetAngularVelocityClamped (Vec3Arg inAngularVelocity) |
Vec3 | GetPointVelocityCOM (Vec3Arg inPointRelativeToCOM) const |
Velocity of point inPoint (in center of mass space, e.g. on the surface of the body) of the body (unit: m/s) | |
Vec3 | GetPointVelocity (RVec3Arg inPoint) const |
Velocity of point inPoint (in world space, e.g. on the surface of the body) of the body (unit: m/s) | |
void | AddForce (Vec3Arg inForce) |
void | AddForce (Vec3Arg inForce, RVec3Arg inPosition) |
void | AddTorque (Vec3Arg inTorque) |
Vec3 | GetAccumulatedForce () const |
Vec3 | GetAccumulatedTorque () const |
JPH_INLINE void | ResetForce () |
JPH_INLINE void | ResetTorque () |
JPH_INLINE void | ResetMotion () |
Mat44 | GetInverseInertia () const |
Get inverse inertia tensor in world space. | |
void | AddImpulse (Vec3Arg inImpulse) |
void | AddImpulse (Vec3Arg inImpulse, RVec3Arg inPosition) |
void | AddAngularImpulse (Vec3Arg inAngularImpulse) |
void | MoveKinematic (RVec3Arg inTargetPosition, QuatArg inTargetRotation, float inDeltaTime) |
void | GetSubmergedVolume (RVec3Arg inSurfacePosition, Vec3Arg inSurfaceNormal, float &outTotalVolume, float &outSubmergedVolume, Vec3 &outRelativeCenterOfBuoyancy) const |
bool | ApplyBuoyancyImpulse (RVec3Arg inSurfacePosition, Vec3Arg inSurfaceNormal, float inBuoyancy, float inLinearDrag, float inAngularDrag, Vec3Arg inFluidVelocity, Vec3Arg inGravity, float inDeltaTime) |
bool | ApplyBuoyancyImpulse (float inTotalVolume, float inSubmergedVolume, Vec3Arg inRelativeCenterOfBuoyancy, float inBuoyancy, float inLinearDrag, float inAngularDrag, Vec3Arg inFluidVelocity, Vec3Arg inGravity, float inDeltaTime) |
bool | IsInBroadPhase () const |
Check if this body has been added to the physics system. | |
bool | IsCollisionCacheInvalid () const |
Check if this body has been changed in such a way that the collision cache should be considered invalid for any body interacting with this body. | |
const Shape * | GetShape () const |
Get the shape of this body. | |
RVec3 | GetPosition () const |
World space position of the body. | |
Quat | GetRotation () const |
World space rotation of the body. | |
RMat44 | GetWorldTransform () const |
Calculates the transform of this body. | |
RVec3 | GetCenterOfMassPosition () const |
Gets the world space position of this body's center of mass. | |
RMat44 | GetCenterOfMassTransform () const |
Calculates the transform for this body's center of mass. | |
RMat44 | GetInverseCenterOfMassTransform () const |
Calculates the inverse of the transform for this body's center of mass. | |
const AABox & | GetWorldSpaceBounds () const |
Get world space bounding box. | |
const MotionProperties * | GetMotionProperties () const |
Access to the motion properties. | |
MotionProperties * | GetMotionProperties () |
const MotionProperties * | GetMotionPropertiesUnchecked () const |
Access to the motion properties (version that does not check if the object is kinematic or dynamic) | |
MotionProperties * | GetMotionPropertiesUnchecked () |
uint64 | GetUserData () const |
Access to the user data, can be used for anything by the application. | |
void | SetUserData (uint64 inUserData) |
Vec3 | GetWorldSpaceSurfaceNormal (const SubShapeID &inSubShapeID, RVec3Arg inPosition) const |
Get surface normal of a particular sub shape and its world space surface position on this body. | |
TransformedShape | GetTransformedShape () const |
Get the transformed shape of this body, which can be used to do collision detection outside of a body lock. | |
BodyCreationSettings | GetBodyCreationSettings () const |
Debug function to convert a body back to a body creation settings object to be able to save/recreate the body later. | |
SoftBodyCreationSettings | GetSoftBodyCreationSettings () const |
Debug function to convert a soft body back to a soft body creation settings object to be able to save/recreate the body later. | |
Public Member Functions inherited from NonCopyable | |
NonCopyable ()=default | |
NonCopyable (const NonCopyable &)=delete | |
void | operator= (const NonCopyable &)=delete |
Static Public Attributes | |
static Body | sFixedToWorld |
A dummy body that can be used by constraints to attach a constraint to the world instead of another body. | |
static constexpr uint32 | cInactiveIndex = MotionProperties::cInactiveIndex |
Constant indicating that body is not active. | |
Friends | |
class | BodyManager |
class | BodyWithMotionProperties |
class | SoftBodyWithMotionPropertiesAndShape |
THESE FUNCTIONS ARE FOR INTERNAL USE ONLY AND SHOULD NOT BE CALLED BY THE APPLICATION | |
void | AddPositionStep (Vec3Arg inLinearVelocityTimesDeltaTime) |
Update position using an Euler step (used during position integrate & constraint solving) | |
void | SubPositionStep (Vec3Arg inLinearVelocityTimesDeltaTime) |
void | AddRotationStep (Vec3Arg inAngularVelocityTimesDeltaTime) |
Update rotation using an Euler step (used during position integrate & constraint solving) | |
void | SubRotationStep (Vec3Arg inAngularVelocityTimesDeltaTime) |
void | SetInBroadPhaseInternal (bool inInBroadPhase) |
Flag if body is in the broadphase (should only be called by the BroadPhase) | |
bool | InvalidateContactCacheInternal () |
Invalidate the contact cache (should only be called by the BodyManager), will be reset the next simulation step. Returns true if the contact cache was still valid. | |
void | ValidateContactCacheInternal () |
Reset the collision cache invalid flag (should only be called by the BodyManager). | |
void | CalculateWorldSpaceBoundsInternal () |
Updates world space bounding box (should only be called by the PhysicsSystem) | |
void | SetPositionAndRotationInternal (RVec3Arg inPosition, QuatArg inRotation, bool inResetSleepTimer=true) |
Function to update body's position (should only be called by the BodyInterface since it also requires updating the broadphase) | |
void | UpdateCenterOfMassInternal (Vec3Arg inPreviousCenterOfMass, bool inUpdateMassProperties) |
void | SetShapeInternal (const Shape *inShape, bool inUpdateMassProperties) |
JPH_TSAN_NO_SANITIZE uint32 | GetIndexInActiveBodiesInternal () const |
Access to the index in the BodyManager::mActiveBodies list. | |
ECanSleep | UpdateSleepStateInternal (float inDeltaTime, float inMaxMovement, float inTimeBeforeSleep) |
Update eligibility for sleeping. | |
void | SaveState (StateRecorder &inStream) const |
Saving state for replay. | |
void | RestoreState (StateRecorder &inStream) |
Restoring state for replay. | |
static bool | sFindCollidingPairsCanCollide (const Body &inBody1, const Body &inBody2) |
A rigid body that can be simulated using the physics system
Note that internally all properties (position, velocity etc.) are tracked relative to the center of mass of the object to simplify the simulation of the object.
The offset between the position of the body and the center of mass position of the body is GetShape()->GetCenterOfMass(). The functions that get/set the position of the body all indicate if they are relative to the center of mass or to the original position in which the shape was created.
The linear velocity is also velocity of the center of mass, to correct for this: \(VelocityCOM = Velocity - AngularVelocity \times ShapeCOM\).
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Add angular impulse in world space (unit: N m s). If you want the body to wake up when it is sleeping, use BodyInterface::AddAngularImpulse instead.
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Add force (unit: N) at center of mass for the next time step, will be reset after the next call to PhysicsSystem::Update. If you want the body to wake up when it is sleeping, use BodyInterface::AddForce instead.
Add force (unit: N) at inPosition for the next time step, will be reset after the next call to PhysicsSystem::Update. If you want the body to wake up when it is sleeping, use BodyInterface::AddForce instead.
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Add impulse to center of mass (unit: kg m/s). If you want the body to wake up when it is sleeping, use BodyInterface::AddImpulse instead.
Add impulse to point in world space (unit: kg m/s). If you want the body to wake up when it is sleeping, use BodyInterface::AddImpulse instead.
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Update position using an Euler step (used during position integrate & constraint solving)
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Update rotation using an Euler step (used during position integrate & constraint solving)
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Add torque (unit: N m) for the next time step, will be reset after the next call to PhysicsSystem::Update. If you want the body to wake up when it is sleeping, use BodyInterface::AddTorque instead.
bool Body::ApplyBuoyancyImpulse | ( | float | inTotalVolume, |
float | inSubmergedVolume, | ||
Vec3Arg | inRelativeCenterOfBuoyancy, | ||
float | inBuoyancy, | ||
float | inLinearDrag, | ||
float | inAngularDrag, | ||
Vec3Arg | inFluidVelocity, | ||
Vec3Arg | inGravity, | ||
float | inDeltaTime | ||
) |
Applies an impulse to the body that simulates fluid buoyancy and drag. If you want the body to wake up when it is sleeping, use BodyInterface::ApplyBuoyancyImpulse instead.
inTotalVolume | Total volume of the shape of this body (m^3) |
inSubmergedVolume | Submerged volume of the shape of this body (m^3) |
inRelativeCenterOfBuoyancy | The center of mass of the submerged volume relative to the center of mass of the body |
inBuoyancy | The buoyancy factor for the body. 1 = neutral body, < 1 sinks, > 1 floats. Note that we don't use the fluid density since it is harder to configure than a simple number between [0, 2] |
inLinearDrag | Linear drag factor that slows down the body when in the fluid (approx. 0.5) |
inAngularDrag | Angular drag factor that slows down rotation when the body is in the fluid (approx. 0.01) |
inFluidVelocity | The average velocity of the fluid (in m/s) in which the body resides |
inGravity | The gravity vector (pointing down) |
inDeltaTime | Delta time of the next simulation step (in s) |
bool Body::ApplyBuoyancyImpulse | ( | RVec3Arg | inSurfacePosition, |
Vec3Arg | inSurfaceNormal, | ||
float | inBuoyancy, | ||
float | inLinearDrag, | ||
float | inAngularDrag, | ||
Vec3Arg | inFluidVelocity, | ||
Vec3Arg | inGravity, | ||
float | inDeltaTime | ||
) |
Applies an impulse to the body that simulates fluid buoyancy and drag. If you want the body to wake up when it is sleeping, use BodyInterface::ApplyBuoyancyImpulse instead.
inSurfacePosition | Position of the fluid surface in world space |
inSurfaceNormal | Normal of the fluid surface (should point up) |
inBuoyancy | The buoyancy factor for the body. 1 = neutral body, < 1 sinks, > 1 floats. Note that we don't use the fluid density since it is harder to configure than a simple number between [0, 2] |
inLinearDrag | Linear drag factor that slows down the body when in the fluid (approx. 0.5) |
inAngularDrag | Angular drag factor that slows down rotation when the body is in the fluid (approx. 0.01) |
inFluidVelocity | The average velocity of the fluid (in m/s) in which the body resides |
inGravity | The gravity vector (pointing down) |
inDeltaTime | Delta time of the next simulation step (in s) |
void Body::CalculateWorldSpaceBoundsInternal | ( | ) |
Updates world space bounding box (should only be called by the PhysicsSystem)
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Check if a body could be made kinematic or dynamic (if it was created dynamic or with mAllowDynamicOrKinematic set to true)
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If this body can go to sleep. Note that disabling sleeping on a sleeping object will not wake it up.
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Get world space angular velocity of the center of mass (unit: rad/s)
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Check if the gyroscopic force is being applied for this body.
BodyCreationSettings Body::GetBodyCreationSettings | ( | ) | const |
Debug function to convert a body back to a body creation settings object to be able to save/recreate the body later.
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Get the type of body (rigid or soft)
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Get broadphase layer, this determines in which broad phase sub-tree the object is placed.
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Gets the world space position of this body's center of mass.
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Calculates the transform for this body's center of mass.
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Check if kinematic objects can generate contact points against other kinematic or static objects.
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Collision group and sub-group ID, determines which other objects it collides with.
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Check if enhanced internal edge removal is turned on.
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Checks if the combination of this body and inBody2 should use enhanced internal edge removal.
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Friction (dimensionless number, usually between 0 and 1, 0 = no friction, 1 = friction force equals force that presses the two bodies together). Note that bodies can have negative friction but the combined friction (see PhysicsSystem::SetCombineFriction) should never go below zero.
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Get the id of this body.
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Access to the index in the BodyManager::mActiveBodies list.
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Calculates the inverse of the transform for this body's center of mass.
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Get inverse inertia tensor in world space.
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Get world space linear velocity of the center of mass (unit: m/s)
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Access to the motion properties.
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Access to the motion properties (version that does not check if the object is kinematic or dynamic)
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Get the bodies motion type.
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Get object layer, this determines which other objects it collides with.
Velocity of point inPoint (in world space, e.g. on the surface of the body) of the body (unit: m/s)
Velocity of point inPoint (in center of mass space, e.g. on the surface of the body) of the body (unit: m/s)
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World space position of the body.
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Restitution (dimensionless number, usually between 0 and 1, 0 = completely inelastic collision response, 1 = completely elastic collision response). Note that bodies can have negative restitution but the combined restitution (see PhysicsSystem::SetCombineRestitution) should never go below zero.
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World space rotation of the body.
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Get the shape of this body.
SoftBodyCreationSettings Body::GetSoftBodyCreationSettings | ( | ) | const |
Debug function to convert a soft body back to a soft body creation settings object to be able to save/recreate the body later.
void Body::GetSubmergedVolume | ( | RVec3Arg | inSurfacePosition, |
Vec3Arg | inSurfaceNormal, | ||
float & | outTotalVolume, | ||
float & | outSubmergedVolume, | ||
Vec3 & | outRelativeCenterOfBuoyancy | ||
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Gets the properties needed to do buoyancy calculations
inSurfacePosition | Position of the fluid surface in world space |
inSurfaceNormal | Normal of the fluid surface (should point up) |
outTotalVolume | On return this contains the total volume of the shape |
outSubmergedVolume | On return this contains the submerged volume of the shape |
outRelativeCenterOfBuoyancy | On return this contains the center of mass of the submerged volume relative to the center of mass of the body |
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Get the transformed shape of this body, which can be used to do collision detection outside of a body lock.
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Check if this body can use manifold reduction.
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Checks if the combination of this body and inBody2 should use manifold reduction.
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Access to the user data, can be used for anything by the application.
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Get world space bounding box.
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Get surface normal of a particular sub shape and its world space surface position on this body.
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Calculates the transform of this body.
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Invalidate the contact cache (should only be called by the BodyManager), will be reset the next simulation step. Returns true if the contact cache was still valid.
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If this body is currently actively simulating (true) or sleeping (false)
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Check if this body has been changed in such a way that the collision cache should be considered invalid for any body interacting with this body.
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Check if this body is dynamic, which means that it moves and forces can act on it.
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Check if this body has been added to the physics system.
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Check if this body is kinematic (keyframed), which means that it will move according to its current velocity, but forces don't affect it.
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Check if this body is a rigid body.
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Check if this body is a sensor.
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Check if this body is a soft body.
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Check if this body is static (not movable)
Set velocity of body such that it will be positioned at inTargetPosition/Rotation in inDeltaTime seconds. If you want the body to wake up when it is sleeping, use BodyInterface::MoveKinematic instead.
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Resets the sleep timer. This does not wake up the body if it is sleeping, but allows resetting the system that detects when a body is sleeping.
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void Body::RestoreState | ( | StateRecorder & | inStream | ) |
Restoring state for replay.
void Body::SaveState | ( | StateRecorder & | inStream | ) | const |
Saving state for replay.
void Body::SetAllowSleeping | ( | bool | inAllow | ) |
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Set world space angular velocity of the center of mass (unit: rad/s). If you want the body to wake up when it is sleeping, use BodyInterface::SetAngularVelocity instead.
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Set world space angular velocity of the center of mass, will make sure the value is clamped against the maximum angular velocity. If you want the body to wake up when it is sleeping, use BodyInterface::SetAngularVelocity instead.
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Set to indicate that the gyroscopic force should be applied to this body (aka Dzhanibekov effect, see https://en.wikipedia.org/wiki/Tennis_racket_theorem)
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If kinematic objects can generate contact points against other kinematic or static objects. Note that turning this on can be CPU intensive as much more collision detection work will be done without any effect on the simulation (kinematic objects are not affected by other kinematic/static objects). This can be used to make sensors detect static objects. Note that the sensor must be kinematic and active for it to detect static objects.
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Set to indicate that extra effort should be made to try to remove ghost contacts (collisions with internal edges of a mesh). This is more expensive but makes bodies move smoother over a mesh with convex edges.
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Flag if body is in the broadphase (should only be called by the BroadPhase)
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Change the body to a sensor. A sensor will receive collision callbacks, but will not cause any collision responses and can be used as a trigger volume. The cheapest sensor (in terms of CPU usage) is a sensor with motion type Static (they can be moved around using BodyInterface::SetPosition/SetPositionAndRotation). These sensors will only detect collisions with active Dynamic or Kinematic bodies. As soon as a body go to sleep, the contact point with the sensor will be lost. If you make a sensor Dynamic or Kinematic and activate them, the sensor will be able to detect collisions with sleeping bodies too. An active sensor will never go to sleep automatically. When you make a Dynamic or Kinematic sensor, make sure it is in an ObjectLayer that does not collide with Static bodies or other sensors to avoid extra overhead in the broad phase.
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Set world space linear velocity of the center of mass (unit: m/s). If you want the body to wake up when it is sleeping, use BodyInterface::SetLinearVelocity instead.
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Set world space linear velocity of the center of mass, will make sure the value is clamped against the maximum linear velocity. If you want the body to wake up when it is sleeping, use BodyInterface::SetLinearVelocity instead.
void Body::SetMotionType | ( | EMotionType | inMotionType | ) |
Set the motion type of this body. Consider using BodyInterface::SetMotionType instead of this function if the body may be active or if it needs to be activated.
void Body::SetPositionAndRotationInternal | ( | RVec3Arg | inPosition, |
QuatArg | inRotation, | ||
bool | inResetSleepTimer = true |
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Function to update body's position (should only be called by the BodyInterface since it also requires updating the broadphase)
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void Body::SetShapeInternal | ( | const Shape * | inShape, |
bool | inUpdateMassProperties | ||
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Function to update a body's shape (should only be called by the BodyInterface since it also requires updating the broadphase)
inShape | The new shape for this body |
inUpdateMassProperties | When true, the mass and inertia tensor is recalculated |
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If PhysicsSettings::mUseManifoldReduction is true, this allows turning off manifold reduction for this specific body. Manifold reduction by default will combine contacts with similar normals that come from different SubShapeIDs (e.g. different triangles in a mesh shape or different compound shapes). If the application requires tracking exactly which SubShapeIDs are in contact, you can turn off manifold reduction. Note that this comes at a performance cost. Consider using BodyInterface::SetUseManifoldReduction if the body could already be in contact with other bodies to ensure that the contact cache is invalidated and you get the correct contact callbacks.
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Helper function for BroadPhase::FindCollidingPairs that returns true when two bodies can collide It assumes that body 1 is dynamic and active and guarantees that it body 1 collides with body 2 that body 2 will not collide with body 1 in order to avoid finding duplicate collision pairs
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void Body::UpdateCenterOfMassInternal | ( | Vec3Arg | inPreviousCenterOfMass, |
bool | inUpdateMassProperties | ||
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Updates the center of mass and optionally mass properties after shifting the center of mass or changes to the shape (should only be called by the BodyInterface since it also requires updating the broadphase)
inPreviousCenterOfMass | Center of mass of the shape before the alterations |
inUpdateMassProperties | When true, the mass and inertia tensor is recalculated |
ECanSleep Body::UpdateSleepStateInternal | ( | float | inDeltaTime, |
float | inMaxMovement, | ||
float | inTimeBeforeSleep | ||
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Update eligibility for sleeping.
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Reset the collision cache invalid flag (should only be called by the BodyManager).
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Constant indicating that body is not active.
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A dummy body that can be used by constraints to attach a constraint to the world instead of another body.