Unigine::BodyRagdoll Class
Header: | #include <UniginePhysics.h> |
Inherits from: | Body |
This class is used to control the ragdoll body that enables inverse kinematics and procedural animation of a death sequence for bone-animated characters.
This type of body automatically generates a ragdoll skeleton, i.e. hierarchy of character bones (Object Dummy) each having a collision shape and connected by joints.
See Also#
-
A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/physics/ folder:
- ragdoll_00
- ragdoll_01
- ragdoll_02
- ragdoll_03
- ragdoll_04
- ragdoll_05
- ragdoll_06
- ragdoll_07
- ragdoll_08
- ragdoll_09
- ragdoll_10
- ragdoll_11
BodyRagdoll Class
Members
int getNumBones() const#
Returns the current number of bones in the ragdoll.
Return value
Current number of bones in the ragdoll.Ptr<Node> getBones() const#
Returns the current copy of the skeleton root node storing a hierarchy of bones.
Return value
Current node, into which the bones will be exported.void setFrameBased ( bool based ) #
Sets a new value indicating what approach is used for the ragdoll bones movement: according to the animation written in the file, or based on physics.
Arguments
- bool based - Set true to enable bones movement according to the animation written in the file; false - to disable it.
bool isFrameBased() const#
Returns the current value indicating what approach is used for the ragdoll bones movement: according to the animation written in the file, or based on physics.
Return value
true if bones movement according to the animation written in the file is enabled; otherwise false.void setRigidity ( float rigidity ) #
Sets a new rigidity of bones movement, i.e. how much interpolated linear and angular velocities of all bones affect velocities of each separate bone.
Arguments
- float rigidity - The rigidity of bones movement. Provided value is saturated in range [0;1]:
- By the value of 0, bones are independent.
- By the value of 1, bones movement is uniform, as interpolated velocity greatly changes velocities of each bone.
float getRigidity() const#
Returns the current rigidity of bones movement, i.e. how much interpolated linear and angular velocities of all bones affect velocities of each separate bone.
Return value
Current rigidity of bones movement. Provided value is saturated in range [0;1]:- By the value of 0, bones are independent.
- By the value of 1, bones movement is uniform, as interpolated velocity greatly changes velocities of each bone.
void setMass ( float mass ) #
Sets a new mass of the ragdoll.
Notice
If g (Earth's gravity) equals to 9.8 m/s
2, and 1 unit equals to 1 m, the mass is measured in kilograms.
Arguments
- float mass - The mass of the ragdoll.
float getMass() const#
Returns the current mass of the ragdoll.
Notice
If g (Earth's gravity) equals to 9.8 m/s
2, and 1 unit equals to 1 m, the mass is measured in kilograms.
Return value
Current mass of the ragdoll.static BodyRagdollPtr create ( ) #
Constructor. Creates a ragdoll with default properties.static BodyRagdollPtr create ( const Ptr<Object> & object ) #
Constructor. Creates a ragdoll with default properties for a given object.Arguments
void setBoneFrameBased ( int bone, int based ) #
Sets a value indicating if bone transformations should be based on skinned animation data or conditioned by physics.Arguments
- int bone - Bone number.
- int based - Positive value to set skinned animation-based transformations, 0 for ragdoll physical animation.
int isBoneFrameBased ( int bone ) #
Returns a value indicating if bone transformations are based on skinned animation data or conditioned by physics.Arguments
- int bone - Bone number.
Return value
Positive value if transformations are based on skinned animation, 0 if they are ragdoll physical animation.const char * getBoneName ( int bone ) #
Returns the name of a given bone by its number.Arguments
- int bone - Bone number.
Return value
Bone name.int getBoneNumber ( int bone ) #
Checks whether the bone with the given number exists.Arguments
- int bone - The number of the bone.
Return value
Bone number.void setBones ( const Ptr<Node> & node ) #
Imports a set of bones by copying them from a given node, which is a root node of the skeleton.Arguments
bool updateBones ( ) #
Updates transformations of all ragdoll bones.Return value
true if transformations of all ragdoll bones were updated successfully; otherwise, false.Math::Mat4 getBoneTransform ( int bone ) #
Returns the transformation of animation bone for the current frame.Arguments
- int bone - Bone number.
Return value
Bone transformation matrix.int createBones ( float error = 0.2, float threshold = 0.01, int capsule = 0 ) #
Automatically generates a simplified skeleton from the mesh and its bones. Each bone is approximated with a convex hull or a capsule based on given parameters.Arguments
- float error - Permissible error, which is used for creating convex hulls. This is an optional parameter.
- float threshold - Threshold, which is used to detect and discard too small convex hulls. A convex hull, which volume is smaller than an average volume multiplied by the threshold, is discarded. This is an optional parameter.
- int capsule - Approximation shape. By the value of 0, convex hull is used; the value of 1 sets capsule approximation.
Return value
Created bone number.int findBone ( const char * name ) #
Searches for a bone with a given name.Arguments
- const char * name - Name of the bone.
Return value
Number of the bone in the list of bones, if it is found; otherwise, -1.Last update:
12.03.2025
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