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Defines the properties of a type of PhysicsDebrisData. More...
Public Attributes | |
void | preload |
Physical Properties | |
float | angularDamping |
Larger values cause rotational velocity to decay over time more quickly. | |
float | angularSleepThreshold |
Angular velocity threshold below which the shape may be put to sleep to save simulation time. | |
float | buoyancyDensity |
The density of this shape for purposes of calculating buoyancy forces. The result of a particular value is relative to the density of the WaterObject it is within. | |
float | friction |
Friction of each physical body, slowing motion when in contact with a surface. | |
float | lifetime |
Base time in seconds that debris persists after time of creation. | |
float | lifetimeVariance |
Range of variation randomly applied to lifetime when debris is created. | |
float | linearDamping |
Larger values cause linear velocity to decay over time more quickly. | |
float | linearSleepThreshold |
Linear velocity threshold below which the shape may be put to sleep to save simulation time. | |
float | mass |
Mass of each physical body. | |
float | restitution |
Bounciness of each physical body in response to collisions. Normal range is zero to one. | |
float | staticFriction |
Friction of each physical body, resisting motion when starting at rest. | |
float | waterDampingScale |
While the shape is in water linear and angular dampening will be scaled by this value. It is expected that this value will usually be greater than one. | |
Display | |
bool | castShadows |
Enable/Disable rendering into shadows. | |
filename | shapeFile |
Path to the shape file. |
Defines the properties of a type of PhysicsDebrisData.
Larger values cause rotational velocity to decay over time more quickly.
Angular velocity threshold below which the shape may be put to sleep to save simulation time.
The density of this shape for purposes of calculating buoyancy forces. The result of a particular value is relative to the density of the WaterObject it is within.
Enable/Disable rendering into shadows.
Friction of each physical body, slowing motion when in contact with a surface.
Base time in seconds that debris persists after time of creation.
Range of variation randomly applied to lifetime when debris is created.
Larger values cause linear velocity to decay over time more quickly.
Linear velocity threshold below which the shape may be put to sleep to save simulation time.
float PhysicsDebrisData::mass |
Mass of each physical body.
Bounciness of each physical body in response to collisions. Normal range is zero to one.
filename PhysicsDebrisData::shapeFile |
Path to the shape file.
Friction of each physical body, resisting motion when starting at rest.
While the shape is in water linear and angular dampening will be scaled by this value. It is expected that this value will usually be greater than one.