class
#include <esp/assets/Attributes.h>
PhysicsObjectAttributes Specific Attributes instance which is constructed with a base set of physics object required attributes.
Contents
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