HPL3/Amnesia: Rebirth/Scripting/iPhysicsCloth

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< HPL3‎ | Amnesia: Rebirth‎ | Scripting
Revision as of 23:43, 15 November 2020 by Abion47 (talk | contribs) (Created page with "{{ScriptingStub}} Have some helpful descriptions to add to this class? Edit this page and add your insight to the Wiki! ==Fields== iPhysicsCloth has no public fields. ==Fun...")
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Have some helpful descriptions to add to this class? Edit this page and add your insight to the Wiki!

Fields

iPhysicsCloth has no public fields.

Functions

Return Type Function And Description
void ApplyForceToParticles(const cVector3f &in avForce, cVerletParticle@ apBaseParticle, const cVector3f &in avOffset = 0)
void AttachToLine(cVector3f avStart, cVector3f avEnd, int alRow, int alColumnStride, bool abFixedPositions = false)
bool GetActive()
cVector2f GetClothSize()
bool GetCollide()
float GetDamping()
cVector3f GetGravityForce()
tString GetName()
cVerletParticle GetParticle(int alIdx)
int GetParticleNum()
float GetParticleRadius()
float GetSlideAmount()
int GetUniqueID()
int GetUpdateCount()
cVector3f GetWindForce()
void IncUpdateCount()
void RemoveAttachedBody(iPhysicsBody@ apBody, bool abRemoveContainerFromBody)
void SetActive(bool abX)
void SetCollide(bool abX)
void SetDamping(float afX)
void SetGravityForce(const cVector3f &in avX)
void SetParticleRadius(float afX)
void SetSleeping(bool abX)
void SetSleepParamters(float afSleepCheckInterval, float afSleepCheckDistance, int alSleepCountMax)
void SetSlideAmount(float afX)
void SetWindForce(const cVector3f avWindForce)
void UpdateLengthConstraint(cVerletParticle@ apP1, cVerletParticle@ apP2, float afLength)
void UpdateLengthConstraint(cVerletParticle@ apP1, cVerletParticle@ apP2, float afLength, float afStiffness)
void UpdateLengthConstraint(cVerletParticle@ apP1, cVerletParticle@ apP2, float afMinLength, float afMaxLength, float afStiffness)
void UpdateLengthConstraintStretch(cVerletParticle@ apP1, cVerletParticle@ apP2, float afLength, float afStiffness)
void UpdateParticleCollisionConstraint(cVerletParticle@ apPart, const cVector3f &in avPrevPos, float afRadius)

Details

ApplyForceToParticles

void ApplyForceToParticles(const cVector3f &in avForce,
                           cVerletParticle@ apBaseParticle,
                           const cVector3f &in avOffset = 0)


Parameters

Returns:

  • void

AttachToLine

void AttachToLine(cVector3f avStart,
                  cVector3f avEnd,
                  int alRow,
                  int alColumnStride,
                  bool abFixedPositions = false)


Parameters

  • avStart (cVector3f) —
  • avEnd (cVector3f) —
  • alRow (int) —
  • alColumnStride (int) —
  • abFixedPositions (bool) —

Returns:

  • void

GetActive

bool GetActive()

Returns:

  • bool

GetClothSize

cVector2f GetClothSize()

Returns:

  • cVector2f

GetCollide

bool GetCollide()

Returns:

  • bool

GetDamping

float GetDamping()

Returns:

  • float

GetGravityForce

const cVector3f& GetGravityForce()

Returns:

  • const cVector3f&

GetName

const tString& GetName()

Returns:

  • const tString&

GetParticle

cVerletParticle@ GetParticle(int alIdx)


Parameters

  • alIdx (int) —

Returns:

  • cVerletParticle@

GetParticleNum

int GetParticleNum()

Returns:

  • int

GetParticleRadius

float GetParticleRadius()

Returns:

  • float

GetSlideAmount

float GetSlideAmount()

Returns:

  • float

GetUniqueID

int GetUniqueID()

Returns:

  • int

GetUpdateCount

int GetUpdateCount()

Returns:

  • int

GetWindForce

cVector3f GetWindForce()

Returns:

  • cVector3f

IncUpdateCount

void IncUpdateCount()

Returns:

  • void

RemoveAttachedBody

void RemoveAttachedBody(iPhysicsBody@ apBody,
                        bool abRemoveContainerFromBody)


Parameters

Returns:

  • void

SetActive

void SetActive(bool abX)


Parameters

  • abX (bool) —

Returns:

  • void

SetCollide

void SetCollide(bool abX)


Parameters

  • abX (bool) —

Returns:

  • void

SetDamping

void SetDamping(float afX)


Parameters

  • afX (float) —

Returns:

  • void

SetGravityForce

void SetGravityForce(const cVector3f &in avX)


Parameters

Returns:

  • void

SetParticleRadius

void SetParticleRadius(float afX)


Parameters

  • afX (float) —

Returns:

  • void

SetSleeping

void SetSleeping(bool abX)


Parameters

  • abX (bool) —

Returns:

  • void

SetSleepParamters

void SetSleepParamters(float afSleepCheckInterval,
                       float afSleepCheckDistance,
                       int alSleepCountMax)


Parameters

  • afSleepCheckInterval (float) —
  • afSleepCheckDistance (float) —
  • alSleepCountMax (int) —

Returns:

  • void

SetSlideAmount

void SetSlideAmount(float afX)


Parameters

  • afX (float) —

Returns:

  • void

SetWindForce

void SetWindForce(const cVector3f avWindForce)


Parameters

Returns:

  • void

UpdateLengthConstraint

void UpdateLengthConstraint(cVerletParticle@ apP1,
                            cVerletParticle@ apP2,
                            float afLength)


Parameters

Returns:

  • void

UpdateLengthConstraint

void UpdateLengthConstraint(cVerletParticle@ apP1,
                            cVerletParticle@ apP2,
                            float afLength,
                            float afStiffness)


Parameters

Returns:

  • void

UpdateLengthConstraint

void UpdateLengthConstraint(cVerletParticle@ apP1,
                            cVerletParticle@ apP2,
                            float afMinLength,
                            float afMaxLength,
                            float afStiffness)


Parameters

Returns:

  • void

UpdateLengthConstraintStretch

void UpdateLengthConstraintStretch(cVerletParticle@ apP1,
                                   cVerletParticle@ apP2,
                                   float afLength,
                                   float afStiffness)


Parameters

Returns:

  • void

UpdateParticleCollisionConstraint

void UpdateParticleCollisionConstraint(cVerletParticle@ apPart,
                                       const cVector3f &in avPrevPos,
                                       float afRadius)


Parameters

Returns:

  • void

References

See all references...