VRage.Game.Components
RigidBodyFlag
Assembly: VRage.Game.dll
public enum RigidBodyFlag
Physical shape settings
Fields
| Member | Description |
|---|---|
| RBF_BULLET | Used for fast moving objects Changing: MotionType = HkMotionType.Dynamic; QualityType = HkCollidableQualityType.Bullet; |
| RBF_DEBRIS | Used for low quality physics Changing: MotionType = HkMotionType.Dynamic; QualityType = HkCollidableQualityType.Debris; SolverDeactivation = HkSolverDeactivation.Max; |
| RBF_DEFAULT | Default flag |
| 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; |
| RBF_DOUBLED_KINEMATIC | Used for moving objects with high quality of simulation Changing: MotionType = HkMotionType.Dynamic; QualityType = HkCollidableQualityType.Moving; |
| RBF_KEYFRAMED_REPORTING | Changing: MotionType = HkMotionType.Keyframed; QualityType = HkCollidableQualityType.KeyframedReporting; |
| 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; |
| RBF_NO_POSITION_UPDATES | Don't update entity position from havok after simulation |
| 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; |
| RBF_UNLOCKED_SPEEDS | Making maximum Velocity of entity to x10 of Large/Small ShipMaxLinearVelocity. Used for simulation of very fast moving objects |