#include
Inherits pe_params.
Public Attributes | |
| int | iSimClass |
| float | maxTimeStep |
| Maximum time step that entity can accept (larger steps will be split). | |
| float | minEnergy |
| Minimun of kinetic energy below which entity falls asleep (divided by mass). | |
| float | damping |
| Damped velocity = oridinal velocity * (1 - damping*time interval). | |
| Vec3 | gravity |
| Per-entity gravity (note that if there are any phys areas with gravity, they will override it unless pef_ignore_areas is set. | |
| float | dampingFreefall |
| Damping and gravity used when there are no collisions. | |
| Vec3 | gravityFreefall |
| NOTE: if left unused, gravity value will be substituted (if provided). | |
| float | maxRotVel |
| Rotational velocity is clamped to this value. | |
| float | mass |
| Either mass of density should be set; mass = density*volume. | |
| float | density |
| int | maxLoggedCollisions |
| Maximum EventPhysCollisions reported per frame (only supported by rigid bodies/ragdolls/vehicles). | |
| int | disablePreCG |
| Disables Pre-CG solver for the group this body is in (recommended for balls). | |
| float | maxFriction |
| Sets upper friction limit for this object and all objects it's currently in contact with. | |
| int | collTypes |
| Collision types (a combination of ent_xxx flags). | |
Used to set or get simulation parameters such as gravity and mass
#include
// Queries the simulation parameters of an entity, for example to check current gravitational influence or mass.
void GetSimulationParameters(IPhysicalEntity& physicalEntity)
{
pe_simulation_params simulationParameters;
if (physicalEntity.GetParams(&simulationParameters))
{
/* simulationParameters can now be used */
}
}