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Vulkan Schnee 0.0.1
High-performance rendering engine
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Rigid body create info is used to create a rigid body. It delivers all informations like the initial transform where the simulation should start or the mass of the object. More...
#include <PhysicsEngine.h>
Public Attributes | |
| glm::mat4 | transform {1.0f} |
| initial location for the rigid body | |
| float | mass = 1.0f |
| mass in Kilograms. Mass of 0 is a static object --> immovable | |
| btCollisionShape * | shape = nullptr |
| pointer to the collision shape | |
| float | friction = 0.5f |
| friction 0.0f - 1.0f. 0 is ice 0.3f - 0.5f wood or plastic. 0.7f - 1.0f High friction | |
| float | restitution = 0.0f |
| energy absorption 0.0f means full absorption on impact, 0.5f half of the energy is maintained after impact, 1.0f, full energy is maintained | |
Rigid body create info is used to create a rigid body. It delivers all informations like the initial transform where the simulation should start or the mass of the object.
Definition at line 24 of file PhysicsEngine.h.
| float Engine::Physics::RigidBodyCreateInfo::friction = 0.5f |
friction 0.0f - 1.0f. 0 is ice 0.3f - 0.5f wood or plastic. 0.7f - 1.0f High friction
Definition at line 33 of file PhysicsEngine.h.
| float Engine::Physics::RigidBodyCreateInfo::mass = 1.0f |
mass in Kilograms. Mass of 0 is a static object --> immovable
Definition at line 29 of file PhysicsEngine.h.
| float Engine::Physics::RigidBodyCreateInfo::restitution = 0.0f |
energy absorption 0.0f means full absorption on impact, 0.5f half of the energy is maintained after impact, 1.0f, full energy is maintained
Definition at line 35 of file PhysicsEngine.h.
| btCollisionShape* Engine::Physics::RigidBodyCreateInfo::shape = nullptr |
pointer to the collision shape
Definition at line 31 of file PhysicsEngine.h.
| glm::mat4 Engine::Physics::RigidBodyCreateInfo::transform {1.0f} |
initial location for the rigid body
Definition at line 27 of file PhysicsEngine.h.