Unigine::BodyRagdoll Class
Header: | #include <UniginePhysics.h> |
Inherits: | Body |
This class is used to simulate ragdoll bodies. This body automatically generates a ragdoll skeleton, i.e. collision shapes that are bound to the bones and joints that connect them.
See Also#
- A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/physics/ folder:
- ragdoll_00
- ragdoll_01
- ragdoll_02
- ragdoll_03
- ragdoll_04
- ragdoll_05
- ragdoll_06
- ragdoll_07
- ragdoll_10
- ragdoll_11
- ragdoll_12
- ragdoll_13
BodyRagdoll Class
Members
static BodyRagdollPtr create ( ) #
Constructor. Creates a ragdoll with default properties.static BodyRagdollPtr create ( const Ptr<Object> & object ) #
Constructor. Creates a ragdoll with default properties for a given object.Arguments
void setBoneFrameBased ( int bone, int based ) #
Sets a value indicating if bone transformations should be based on skinned animation data or conditioned by physics.Arguments
- int bone - Bone number.
- int based - Positive value to set skinned animation-based transformations, 0 for ragdoll physical animation.
int isBoneFrameBased ( int bone ) #
Returns a value indicating if bone transformations are based on skinned animation data or conditioned by physics.Arguments
- int bone - Bone number.
Return value
Positive value if transformations are based on skinned animation, 0 if they are ragdoll physical animation.const char * getBoneName ( int bone ) #
Returns the name of a given bone.Arguments
- int bone - Bone number.
Return value
Bone name.int getBoneNumber ( int bone ) #
Checks whether the bone with the given number exists.Arguments
- int bone - The number of the bone.
Return value
Bone number.void setBones ( const Ptr<Node> & node ) #
Imports a set of bones from a given node.Arguments
Ptr<Node> getBones ( ) #
Exports a set of bones into a given node.Return value
Node, into which the bones will be exported.bool updateBones ( ) #
Updates transformations of all ragdoll bones.Return value
true if transformations of all ragdoll bones were updated successfully; otherwise, false.Math::Mat4 getBoneTransform ( int bone ) #
Returns the transformation of animation bone for the current frame.Arguments
- int bone - Bone number.
Return value
Bone transformation matrix.void setFrameBased ( int based ) #
Sets a value indicating if ragdoll bones move according to the animation written in the file.Arguments
- int based - true to make the bones move according to the file animation, false to make the movements physics-driven.
int isFrameBased ( ) #
Returns a value indicating if ragdoll bones move according to the animation written in the file.Return value
true if the bones move according to the file animation; otherwise, false.void setMass ( float mass ) #
Sets a mass of the ragdoll.If g (Earth's gravity) equals to 9.8 m/s
2, and 1 unit equals to 1 m, the mass is measured in kilograms.
Arguments
- float mass - Mass of the ragdoll.
float getMass ( ) #
Returns the mass of the ragdoll.If g (Earth's gravity) equals to 9.8 m/s
2, and 1 unit equals to 1 m, the mass is measured in kilograms.
Return value
Mass of the ragdoll.int getNumBones ( ) #
Returns the number of bones in the ragdoll.Return value
Number of bones.void setRigidity ( float rigidity ) #
Sets rigidity of bones movement, i.e. how much interpolated linear and angular velocities of all bones affect velocities of each separate bone.Arguments
- float rigidity - Rigidity of bones movement. Provided value is saturated in range [0;1]:
- By the value of 0, bones are independent.
- By the value of 1, bones movement is uniform, as interpolated velocity greatly changes velocities of each bone.
float getRigidity ( ) #
Returns the rigidity of bones movement, i.e. how much interpolated linear and angular velocities of all bones affect velocities of each separate bone.Return value
Rigidity of bones movement:- By the value of 0, bones are independent.
- By the value of 1, bones movement is uniform, as interpolated velocity greatly changes velocities of each bone.
int createBones ( float error = 0.2, float threshold = 0.01, int capsule = 0 ) #
Automatically generates a simplified skeleton from the mesh and its bones. Each bone is approximated with a convex hull or a capsule based on given parameters.Arguments
- float error - Permissible error, which is used for creating convex hulls. This is an optional parameter.
- float threshold - Threshold, which is used to detect and discard too small convex hulls. A convex hull, which volume is smaller than an average volume multiplied by the threshold, is discarded. This is an optional parameter.
- int capsule - Approximation shape. By the value of 0, convex hull is used; the value of 1 sets capsule approximation.
Return value
Created bone number.int findBone ( const char * name ) #
Searches for a bone with a given name.Arguments
- const char * name - Name of the bone.
Return value
Number of the bone in the list of bones, if it is found; otherwise, -1.Last update:
2021-04-09
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