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