This page has been translated automatically.
编程
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
应用程序接口
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Plugins-Related Classes
CIGI Client Plugin
Rendering-Related Classes
注意! 这个版本的文档是过时的,因为它描述了一个较老的SDK版本!请切换到最新SDK版本的文档。
注意! 这个版本的文档描述了一个不再受支持的旧SDK版本!请升级到最新的SDK版本。

Unigine::Physical Class

Header:#include <UniginePhysicals.h>
Inherits:Node

This class is used to create physicals that represent an invisible force acting upon physical bodies with collision shapes and matching physical mask.

Physical Class

Members


Ptr<Physical> cast(const Ptr<Node> & node)

Casts a Physical out of the Node instance.

Arguments

  • const Ptr<Node> & node - Pointer to Node.

Return value

Pointer to Physical.

Ptr<Physical> getPhysical()

Returns a physical pointer.

Return value

The physical pointer.

void setPhysicalMask(int mask)

Sets the bit mask for physical interactions. The Physical object will interact with the other object if they both have matching masks.

Arguments

  • int mask - An integer value, each bit of which is used to set a bit mask.

int getPhysicalMask()

Returns the bit mask for physical interactions. The Physical object will interact with the other object if they both have matching masks.

Return value

An integer value, each bit of which is used to set a bit mask.
Last update: 2017-10-20
Build: ()