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PhysicsDebrisData Class Reference
[Physics]

Defines the properties of a type of PhysicsDebrisData. More...

Inheritance diagram for PhysicsDebrisData:
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List of all members.

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.

Detailed Description

Defines the properties of a type of PhysicsDebrisData.

See also:
PhysicsDebris.

Member Data Documentation

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.

Mass of each physical body.

Bounciness of each physical body in response to collisions. Normal range is zero to one.

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.



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