Class RigidBodyFlag
Physical shape settings
Inheritance
Namespace: VRage.Game.Components
Assembly: VRage.Game.dll
Syntax
public sealed class RigidBodyFlag : Enum
Fields
RBF_BULLET
Used for fast moving objects Changing: MotionType = HkMotionType.Dynamic; QualityType = HkCollidableQualityType.Bullet;
Declaration
public const RigidBodyFlag RBF_BULLET
Field Value
Type | Description |
---|---|
RigidBodyFlag |
RBF_DEBRIS
Used for low quality physics Changing: MotionType = HkMotionType.Dynamic; QualityType = HkCollidableQualityType.Debris; SolverDeactivation = HkSolverDeactivation.Max;
Declaration
public const RigidBodyFlag RBF_DEBRIS
Field Value
Type | Description |
---|---|
RigidBodyFlag |
RBF_DEFAULT
Default flag
Declaration
public const RigidBodyFlag RBF_DEFAULT
Field Value
Type | Description |
---|---|
RigidBodyFlag |
RBF_DISABLE_COLLISION_RESPONSE
Rigid body has no collision response. Entities marked with this flag would not update position after Havok physics update.
However you still can get position from Havok with code Physics.GetWorldMatrix
Changing:
MotionType = HkMotionType.Fixed;
QualityType = HkCollidableQualityType.Fixed;
Declaration
public const RigidBodyFlag RBF_DISABLE_COLLISION_RESPONSE
Field Value
Type | Description |
---|---|
RigidBodyFlag |
RBF_DOUBLED_KINEMATIC
Used for moving objects with high quality of simulation Changing: MotionType = HkMotionType.Dynamic; QualityType = HkCollidableQualityType.Moving;
Declaration
public const RigidBodyFlag RBF_DOUBLED_KINEMATIC
Field Value
Type | Description |
---|---|
RigidBodyFlag |
RBF_KEYFRAMED_REPORTING
Changing: MotionType = HkMotionType.Keyframed; QualityType = HkCollidableQualityType.KeyframedReporting;
Declaration
public const RigidBodyFlag RBF_KEYFRAMED_REPORTING
Field Value
Type | Description |
---|---|
RigidBodyFlag |
RBF_KINEMATIC
Rigid body is kinematic (has to be updated (matrix) per frame, velocity etc is then computed..) Changing: MotionType = HkMotionType.Keyframed; QualityType = HkCollidableQualityType.Keyframed;
Declaration
public const RigidBodyFlag RBF_KINEMATIC
Field Value
Type | Description |
---|---|
RigidBodyFlag |
RBF_NO_POSITION_UPDATES
Don't update entity position from havok after simulation
Declaration
public const RigidBodyFlag RBF_NO_POSITION_UPDATES
Field Value
Type | Description |
---|---|
RigidBodyFlag |
RBF_STATIC
Rigid body is static, and colliding with it, won't move it (in Havok and SE worlds) Changing: MotionType = HkMotionType.Fixed; QualityType = HkCollidableQualityType.Fixed;
Declaration
public const RigidBodyFlag RBF_STATIC
Field Value
Type | Description |
---|---|
RigidBodyFlag |
RBF_UNLOCKED_SPEEDS
Making maximum Velocity of entity to x10 of Large/Small ShipMaxLinearVelocity. Used for simulation of very fast moving objects
Declaration
public const RigidBodyFlag RBF_UNLOCKED_SPEEDS
Field Value
Type | Description |
---|---|
RigidBodyFlag |
value__
Declaration
public int value__
Field Value
Type | Description |
---|---|
System.Int32 |