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Public Member Functions | Public Attributes
gameplay::PhysicsRigidBody::Parameters Struct Reference

#include <PhysicsRigidBody.h>

List of all members.

Public Member Functions

 Parameters ()
 Parameters (float mass, float friction=0.5f, float restitution=0.0f, float linearDamping=0.0f, float angularDamping=0.0f, bool kinematic=false, const Vector3 &anisotropicFriction=Vector3::one(), const Vector3 &linearFactor=Vector3::one(), const Vector3 &angularFactor=Vector3::one())

Public Attributes

float mass
float friction
float restitution
float linearDamping
float angularDamping
bool kinematic
Vector3 anisotropicFriction
Vector3 linearFactor
Vector3 angularFactor

Detailed Description

Rigid body construction parameters.


Constructor & Destructor Documentation

Constructor.

gameplay::PhysicsRigidBody::Parameters::Parameters ( float  mass,
float  friction = 0.5f,
float  restitution = 0.0f,
float  linearDamping = 0.0f,
float  angularDamping = 0.0f,
bool  kinematic = false,
const Vector3 anisotropicFriction = Vector3::one(),
const Vector3 linearFactor = Vector3::one(),
const Vector3 angularFactor = Vector3::one() 
) [inline]

Constructor.


Member Data Documentation

The percentage of angular velocity lost per second (between 0.0 and 1.0).

Angular factor for the rigid body. x, y, z coordinates correspond to world space rotation along these axes. Use 1.0 to allow or 0.0 to disallow rotation along certain axis.

The anisotropic friction term for the rigid body.

The friction of the rigid body (non-zero values give best simulation results).

Whether the rigid body is kinematic.

The percentage of linear velocity lost per second (between 0.0 and 1.0).

Linear factor for the rigid body. x, y, z coordinates correspond to world space motion along these axes. Use 1.0 to allow or 0.0 to disallow motion along certain axis.

The mass of the rigid body, in kilograms.

The restitution of the rigid body (this controls the bounciness of the rigid body; use zero for best simulation results).

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