esp::assets::PhysicsObjectAttributes class

Specific Attributes instance which is constructed with a base set of physics object required attributes.

Base classes

class AbstractPhysicsAttributes
base attributes object holding attributes shared by all PhysicsObjectAttributes and PhysicsSceneAttributes objects; Should be treated as if is abstract - should never be instanced directly

Constructors, destructors, conversion operators

PhysicsObjectAttributes(const std::string& handle = "")

Public functions

void setCOM(const Magnum::Vector3& com)
auto getCOM() const -> Magnum::Vector3
void setComputeCOMFromShape(bool computeCOMFromShape)
auto getComputeCOMFromShape() const -> bool
void setMass(double mass)
auto getMass() const -> double
void setInertia(const Magnum::Vector3& inertia)
auto getInertia() const -> Magnum::Vector3
void setLinearDamping(double linearDamping)
auto getLinearDamping() const -> double
void setAngularDamping(double angularDamping)
auto getAngularDamping() const -> double
void setBoundingBoxCollisions(bool useBoundingBoxForCollision)
auto getBoundingBoxCollisions() const -> bool
void setJoinCollisionMeshes(bool joinCollisionMeshes)
auto getJoinCollisionMeshes() const -> bool
void setIsVisible(bool isVisible)
If not visible can add dynamic non-rendered object into a scene object. If is not visible then should not add object to drawables.
auto getIsVisible() const -> bool
void setSemanticId(uint32_t semanticId)
auto getSemanticId() const -> uint32_t
void setIsCollidable(bool isCollidable)
auto getIsCollidable() -> bool