Jolt Physics
A multi core friendly Game Physics Engine
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A single rigid body sub part of the ragdoll. More...
#include <Ragdoll.h>
Public Attributes | |
Ref< TwoBodyConstraintSettings > | mToParent |
Public Attributes inherited from BodyCreationSettings | |
RVec3 | mPosition = RVec3::sZero() |
Position of the body (not of the center of mass) | |
Quat | mRotation = Quat::sIdentity() |
Rotation of the body. | |
Vec3 | mLinearVelocity = Vec3::sZero() |
World space linear velocity of the center of mass (m/s) | |
Vec3 | mAngularVelocity = Vec3::sZero() |
World space angular velocity (rad/s) | |
uint64 | mUserData = 0 |
User data value (can be used by application) | |
ObjectLayer | mObjectLayer = 0 |
The collision layer this body belongs to (determines if two objects can collide) | |
CollisionGroup | mCollisionGroup |
The collision group this body belongs to (determines if two objects can collide) | |
EMotionType | mMotionType = EMotionType::Dynamic |
Motion type, determines if the object is static, dynamic or kinematic. | |
EAllowedDOFs | mAllowedDOFs = EAllowedDOFs::All |
Which degrees of freedom this body has (can be used to limit simulation to 2D) | |
bool | mAllowDynamicOrKinematic = false |
When this body is created as static, this setting tells the system to create a MotionProperties object so that the object can be switched to kinematic or dynamic. | |
bool | mIsSensor = false |
If this body is a sensor. A sensor will receive collision callbacks, but will not cause any collision responses and can be used as a trigger volume. See description at Body::SetIsSensor. | |
bool | mCollideKinematicVsNonDynamic = false |
If kinematic objects can generate contact points against other kinematic or static objects. See description at Body::SetCollideKinematicVsNonDynamic. | |
bool | mUseManifoldReduction = true |
If this body should use manifold reduction (see description at Body::SetUseManifoldReduction) | |
bool | mApplyGyroscopicForce = false |
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) | |
EMotionQuality | mMotionQuality = EMotionQuality::Discrete |
Motion quality, or how well it detects collisions when it has a high velocity. | |
bool | mEnhancedInternalEdgeRemoval = false |
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 | mAllowSleeping = true |
If this body can go to sleep or not. | |
float | mFriction = 0.2f |
Friction of the body (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. | |
float | mRestitution = 0.0f |
Restitution of body (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. | |
float | mLinearDamping = 0.05f |
Linear damping: dv/dt = -c * v. c must be between 0 and 1 but is usually close to 0. | |
float | mAngularDamping = 0.05f |
Angular damping: dw/dt = -c * w. c must be between 0 and 1 but is usually close to 0. | |
float | mMaxLinearVelocity = 500.0f |
Maximum linear velocity that this body can reach (m/s) | |
float | mMaxAngularVelocity = 0.25f * JPH_PI * 60.0f |
Maximum angular velocity that this body can reach (rad/s) | |
float | mGravityFactor = 1.0f |
Value to multiply gravity with for this body. | |
uint | mNumVelocityStepsOverride = 0 |
Used only when this body is dynamic and colliding. Override for the number of solver velocity iterations to run, 0 means use the default in PhysicsSettings::mNumVelocitySteps. The number of iterations to use is the max of all contacts and constraints in the island. | |
uint | mNumPositionStepsOverride = 0 |
Used only when this body is dynamic and colliding. Override for the number of solver position iterations to run, 0 means use the default in PhysicsSettings::mNumPositionSteps. The number of iterations to use is the max of all contacts and constraints in the island. | |
EOverrideMassProperties | mOverrideMassProperties = EOverrideMassProperties::CalculateMassAndInertia |
Determines how mMassPropertiesOverride will be used. | |
float | mInertiaMultiplier = 1.0f |
When calculating the inertia (not when it is provided) the calculated inertia will be multiplied by this value. | |
MassProperties | mMassPropertiesOverride |
Contains replacement mass settings which override the automatically calculated values. | |
Additional Inherited Members | |
Public Types inherited from BodyCreationSettings | |
using | GroupFilterToIDMap = StreamUtils::ObjectToIDMap< GroupFilter > |
using | IDToGroupFilterMap = StreamUtils::IDToObjectMap< GroupFilter > |
using | ShapeToIDMap = Shape::ShapeToIDMap |
using | IDToShapeMap = Shape::IDToShapeMap |
using | MaterialToIDMap = StreamUtils::ObjectToIDMap< PhysicsMaterial > |
using | IDToMaterialMap = StreamUtils::IDToObjectMap< PhysicsMaterial > |
using | BCSResult = Result< BodyCreationSettings > |
Public Member Functions inherited from BodyCreationSettings | |
BodyCreationSettings ()=default | |
Constructor. | |
BodyCreationSettings (const ShapeSettings *inShape, RVec3Arg inPosition, QuatArg inRotation, EMotionType inMotionType, ObjectLayer inObjectLayer) | |
BodyCreationSettings (const Shape *inShape, RVec3Arg inPosition, QuatArg inRotation, EMotionType inMotionType, ObjectLayer inObjectLayer) | |
const ShapeSettings * | GetShapeSettings () const |
Access to the shape settings object. This contains serializable (non-runtime optimized) information about the Shape. | |
void | SetShapeSettings (const ShapeSettings *inShape) |
Shape::ShapeResult | ConvertShapeSettings () |
Convert ShapeSettings object into a Shape object. This will free the ShapeSettings object and make the object ready for runtime. Serialization is no longer possible after this. | |
const Shape * | GetShape () const |
Access to the run-time shape object. Will convert from ShapeSettings object if needed. | |
void | SetShape (const Shape *inShape) |
bool | HasMassProperties () const |
Check if the mass properties of this body will be calculated (only relevant for kinematic or dynamic objects that need a MotionProperties object) | |
MassProperties | GetMassProperties () const |
Calculate (or return when overridden) the mass and inertia for this body. | |
void | SaveBinaryState (StreamOut &inStream) const |
Saves the state of this object in binary form to inStream. Doesn't store the shape nor the group filter. | |
void | RestoreBinaryState (StreamIn &inStream) |
Restore the state of this object from inStream. Doesn't restore the shape nor the group filter. | |
void | SaveWithChildren (StreamOut &inStream, ShapeToIDMap *ioShapeMap, MaterialToIDMap *ioMaterialMap, GroupFilterToIDMap *ioGroupFilterMap) const |
Static Public Member Functions inherited from BodyCreationSettings | |
static BCSResult | sRestoreWithChildren (StreamIn &inStream, IDToShapeMap &ioShapeMap, IDToMaterialMap &ioMaterialMap, IDToGroupFilterMap &ioGroupFilterMap) |
Restore body creation settings, its shape, materials and group filter. Pass in an empty map in ioShapeMap / ioMaterialMap / ioGroupFilterMap or reuse the same map while reading multiple shapes from the same stream in order to restore duplicates. | |
A single rigid body sub part of the ragdoll.
Ref<TwoBodyConstraintSettings> RagdollSettings::Part::mToParent |