class MAGES::MeshDeformations::PhysicsActor¶
Overview¶
A simple physics simulation, without rendering. More…
class PhysicsActor: public MAGES::MeshDeformations::BasePhysicsActor { public: // structs struct UpdateKinematicParticlesJob; // properties bool CanCut; bool SelfCollision; uint Layer; bool UpdateKinematicParticles; // methods virtual override void AddToPhysicsWorld(); virtual override void RemoveFromPhysicsWorld(); };
Inherited Members¶
public:
// properties
PhysicsWorld PhysicsWorld;
SimulationMesh SharedSimulationMesh;
SimulationMesh SimulationMesh;
bool IsPartOfPhysicsWorld;
UnityEvent<PhysicsWorld> AddedToPhysicsWorld;
UnityEvent<PhysicsWorld> RemovedFromPhysicsWorld;
// methods
virtual void AddToPhysicsWorld();
virtual void RemoveFromPhysicsWorld();
Detailed Documentation¶
A simple physics simulation, without rendering.
Properties¶
bool CanCut
Gets or sets a value indicating whether this actor can be used as a cutting tool.
bool SelfCollision
Gets or sets a value indicating whether this actor can be used as a cutting tool.
uint Layer
Gets or sets the layer used for collision filtering.
bool UpdateKinematicParticles
Gets or sets a value indicating whether to update the kinematic particles position when this actor’s transform is updated.
Methods¶
virtual override void AddToPhysicsWorld()
Override this function to add the simulation mesh to the physics world.
virtual override void RemoveFromPhysicsWorld()
Override this function to remove the simulation mesh from the physics world.