PhysicsDebris

consoledoc.h

Represents one or more rigid bodies defined in a single mesh file with a limited lifetime.

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Public Static Attributes

bool

Disables rendering of all instances of this type.

bool

Disables selection of all instances of this type.

Detailed Description

Represents one or more rigid bodies defined in a single mesh file with a limited lifetime.

A PhysicsDebris object can be viewed as a single system capable of generating multiple PhysicsBodies as debris when triggered. Vaguely similar to how a ParticleEmitter is capable of creating Particles, but isn't a particle in itself. After it's lifetime has elapsed, the object will be deleted.

PhysicsDebris loads a standard .DAE or .DTS file and creates a rigid body for each defined collision node.

For collision nodes to work correctly, they must be setup as follows:

  • Visible mesh nodes are siblings of the collision node under a common parent dummy node.

  • Collision node is a child of its visible mesh node.

Colmesh type nodes are NOT supported; physx and most standard rigid body simulations do not support arbitrary triangle meshs for dynamics do to the computational expense.

Therefore, collision nodes must be one of the following:

  • Colbox

  • Colsphere

  • Colcapsule

  • Col (convex).

PhysicsDebris should NOT be created on the server.

Public Static Attributes

bool isRenderable 

Disables rendering of all instances of this type.

bool isSelectable 

Disables selection of all instances of this type.