PhysicsDebrisData¶
Defines the properties of a PhysicsDebris object.
- Inherit:
- GameBaseData
Description¶
Defines the properties of a PhysicsDebris object.
Fields¶
-
float
PhysicsDebrisData
::
angularDamping
¶ Value that reduces an object’s rotational velocity over time. Larger values will cause velocity to decay quicker.
-
float
PhysicsDebrisData
::
angularSleepThreshold
¶ Minimum rotational velocity before the shape can be put to sleep. This should be a positive value. Shapes put to sleep will not be simulated in order to save system resources.
-
float
PhysicsDebrisData
::
buoyancyDensity
¶ The density of this shape for purposes of calculating buoyant forces. The result of the calculated buoyancy is relative to the density of the WaterObject the PhysicsDebris is within.
-
bool
PhysicsDebrisData
::
castShadows
¶ Determines if the shape’s shadow should be cast onto the environment.
-
float
PhysicsDebrisData
::
friction
¶ Coefficient of kinetic friction to be applied to the shape. Kinetic friction reduces the velocity of a moving object while it is in contact with a surface. A larger coefficient will result in a larger reduction in velocity. A shape’s friction should be smaller than it’s staticFriction, but greater than 0.
-
float
PhysicsDebrisData
::
lifetime
¶ Base time, in seconds, that debris persists after time of creation.
-
float
PhysicsDebrisData
::
lifetimeVariance
¶ Range of variation randomly applied to lifetime when debris is created. Represents the maximum amount of seconds that will be added or subtracted to a shape’s base lifetime. A value of 0 will apply the same lifetime to each shape created.
-
float
PhysicsDebrisData
::
linearDamping
¶ Value that reduces an object’s linear velocity over time. Larger values will cause velocity to decay quicker.
-
float
PhysicsDebrisData
::
linearSleepThreshold
¶ Minimum linear velocity before the shape can be put to sleep. This should be a positive value. Shapes put to sleep will not be simulated in order to save system resources.
-
float
PhysicsDebrisData
::
mass
¶ Value representing the mass of the shape. A shape’s mass influences the magnitude of any force applied to it.
-
void
PhysicsDebrisData
::
preload
¶ Loads some information to have readily available at simulation time. Forces generation of shaders, materials, and other data used by the PhysicsDebris object. This function should be used while a level is loading in order to shorten the amount of time to create a PhysicsDebris in game.
-
float
PhysicsDebrisData
::
restitution
¶ Bounce coeffecient applied to the shape in response to a collision. Restitution is a ratio of a shape’s velocity before and after a collision. A value of 0 will zero out a shape’s post-collision velocity, making it stop on contact. Larger values will remove less velocity after a collision, making it ‘bounce’ with greater force. Normal restitution values range between 0 and 1.0.
-
filename
PhysicsDebrisData
::
shapeFile
¶ Path to the .DAE or .DTS file to use for this shape. Compatable with Live-Asset Reloading.
-
float
PhysicsDebrisData
::
staticFriction
¶ Coefficient of static friction to be applied to the shape. Static friction determines the force needed to start moving an at-rest object in contact with a surface. If the force applied onto shape cannot overcome the force of static friction, the shape will remain at rest. A higher coefficient will require a larger force to start motion. This value should be both greater than 0 and the PhysicsDebrisData::friction .
-
float
PhysicsDebrisData
::
waterDampingScale
¶ Scale to apply to linear and angular dampening while underwater.