PhysicsDebrisData
Defines the properties of a PhysicsDebris object.
Display
bool
Determines if the shape's shadow should be cast onto the environment.
Physical Properties
float
Base time, in seconds, that debris persists after time of creation.
float
Range of variation randomly applied to lifetime when debris is created.
float
Value representing the mass of the shape.
float
Coefficient of kinetic friction to be applied to the shape.
float
Coefficient of static friction to be applied to the shape.
float
Bounce coeffecient applied to the shape in response to a collision.
float
Value that reduces an object's linear velocity over time.
float
Value that reduces an object's rotational velocity over time.
float
Minimum linear velocity before the shape can be put to sleep.
float
Minimum rotational velocity before the shape can be put to sleep.
float
Scale to apply to linear and angular dampening while underwater.
float
The density of this shape for purposes of calculating buoyant forces.
Public Functions
void
preload()
Loads some information to have readily available at simulation time.
Detailed Description
Defines the properties of a PhysicsDebris object.
Display
filename shapeFile
Path to the .DAE or .DTS file to use for this shape.
Compatable with Live-Asset Reloading.
bool castShadows
Determines if the shape's shadow should be cast onto the environment.
Physical Properties
float lifetime
Base time, in seconds, that debris persists after time of creation.
note:A PhysicsDebris' lifetime multiplied by it's $pref::PhysicsDebris::lifetimeScale must be equal to or greater than 1.0.
float 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 mass
Value representing the mass of the shape.
A shape's mass influences the magnitude of any force applied to it.
note:All PhysicsDebris objects are dynamic.
float 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.
note:This value is only applied while an object is in motion. For an object starting at rest, see PhysicsDebrisData::staticFriction
float 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.
note:This value is only applied while an object is at rest. For an object in motion, see PhysicsDebrisData::friction
float 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.
note:Values near or equaling 1.0 are likely to cause undesirable results in the physics simulation. Because of this, it is reccomended to avoid values close to 1.0
float linearDamping
Value that reduces an object's linear velocity over time.
Larger values will cause velocity to decay quicker.
float angularDamping
Value that reduces an object's rotational velocity over time.
Larger values will cause velocity to decay quicker.
float 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.
note:The shape must be dynamic.
float 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.
note:The shape must be dynamic.
float waterDampingScale
Scale to apply to linear and angular dampening while underwater.
float 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.
Public Functions
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.