class
#include <esp/assets/Attributes.h>
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
Contents
Base classes
- class AbstractAttributes
- Base class for all implemented attributes.
Derived classes
- class PhysicsObjectAttributes
- Specific Attributes instance which is constructed with a base set of physics object required attributes.
- class PhysicsSceneAttributes
- attributes for a single physical scene
Public static variables
-
static const std::
map<std:: string, esp:: assets:: AssetType> AssetTypeNamesMap - Constant static map to provide mappings from string tags to AssetType values. This will be used to map values set in json for mesh type to AssetTypes. Keys must be lowercase.
Constructors, destructors, conversion operators
-
AbstractPhysicsAttributes(const std::
string& classKey, const std:: string& handle) - ~AbstractPhysicsAttributes() defaulted virtual
Public functions
-
void setScale(const Magnum::
Vector3& scale) -
auto getScale() const -> Magnum::
Vector3 - void setMargin(double margin)
- collision shape inflation margin
- auto getMargin() const -> double
-
void setOrientUp(const Magnum::
Vector3& orientUp) - set default up orientation for object/scene mesh
-
auto getOrientUp() const -> Magnum::
Vector3 - get default up orientation for object/scene mesh
-
void setOrientFront(const Magnum::
Vector3& orientFront) - set default forwardd orientation for object/scene mesh
-
auto getOrientFront() const -> Magnum::
Vector3 - get default forwardd orientation for object/scene mesh
- void setUnitsToMeters(double unitsToMeters)
- auto getUnitsToMeters() const -> double
- void setFrictionCoefficient(double frictionCoefficient)
- auto getFrictionCoefficient() const -> double
- void setRestitutionCoefficient(double restitutionCoefficient)
- auto getRestitutionCoefficient() const -> double
- void setRenderAssetType(int renderAssetType)
- auto getRenderAssetType() -> int
-
void setRenderAssetHandle(const std::
string& renderAssetHandle) -
auto getRenderAssetHandle() const -> std::
string - void setRenderAssetIsPrimitive(bool renderAssetIsPrimitive)
- Sets whether this object uses file-based mesh render object or primitive render shapes.
- void setCollisionAssetType(int collisionAssetType)
- auto getCollisionAssetType() -> int
- auto getRenderAssetIsPrimitive() const -> bool
-
void setCollisionAssetHandle(const std::
string& collisionAssetHandle) -
auto getCollisionAssetHandle() const -> std::
string - void setCollisionAssetIsPrimitive(bool collisionAssetIsPrimitive)
- Sets whether this object uses file-based mesh collision object or primitive(implicit) collision shapes.
- auto getCollisionAssetIsPrimitive() const -> bool
- void setUseMeshCollision(bool useMeshCollision)
- whether this object uses mesh collision or primitive(implicit) collision calculation.
- auto getUseMeshCollision() const -> bool
- void setRequiresLighting(bool requiresLighting)
- auto getRequiresLighting() const -> bool
- auto getIsDirty() const -> bool
- void setIsClean()
Protected functions
- void setIsDirty()
-
auto getBoolDispStr(bool val) const -> std::
string
Function documentation
void esp:: assets:: AbstractPhysicsAttributes:: setRenderAssetIsPrimitive(bool renderAssetIsPrimitive)
Sets whether this object uses file-based mesh render object or primitive render shapes.
Parameters | |
---|---|
renderAssetIsPrimitive | whether this object's render asset is a primitive or not |
void esp:: assets:: AbstractPhysicsAttributes:: setCollisionAssetIsPrimitive(bool collisionAssetIsPrimitive)
Sets whether this object uses file-based mesh collision object or primitive(implicit) collision shapes.
Parameters | |
---|---|
collisionAssetIsPrimitive | whether this object's collision asset is a primitive (implicitly calculated) or a mesh |