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#include "SIM_API.h"
#include <UT/UT_IntArray.h>
#include <UT/UT_FloatArray.h>
#include <UT/UT_Vector3Array.h>
#include "SIM_DataUtils.h"
Go to the source code of this file.
Classes | |
class | SIM_Impacts |
Macros | |
#define | SIM_IMPACTS_FRICTION 0x00000001 |
#define | SIM_IMPACTS_REPULSION 0x00000002 |
#define | SIM_IMPACTS_POINTINSIDE 0x00000004 |
#define | SIM_IMPACTS_CLOTHVOLUME 0x00000008 |
This flag is set for cloth-volume collision. More... | |
#define | SIM_IMPACTS_CLOTHCLOTH 0x00000010 |
This flag is set for cloth-cloth collision. More... | |
#define | SIM_IMPACTS_PARTSTOP 0x00000020 |
For particle collisions, particle should stop. More... | |
#define | SIM_IMPACTS_PARTKILL 0x00000040 |
For particle collisions, particle should die. More... | |
#define | SIM_IMPACTS_PARTCONTINUE 0x00000080 |
For particle collisions, particle should continue on course. More... | |
#define | SIM_IMPACTS_PARTSTICK 0x00000100 |
For particle collisions, particle should stick. More... | |
#define | SIM_IMPACTS_PARTBOUNCE 0x00000200 |
For particle collisions, particle should bounce. More... | |
#define | SIM_IMPACTS_PARTANY |
Combination of all the SIM_IMPACTS_PART* flags. More... | |
#define | SIM_IMPACTS_FEEDBACK 0x00000400 |
#define | SIM_IMPACTS_NOPRIMUV 0x00000800 |
#define | SIM_IMPACTS_RESTING 0x00001000 |
#define SIM_IMPACTS_CLOTHCLOTH 0x00000010 |
This flag is set for cloth-cloth collision.
Definition at line 38 of file SIM_Impacts.h.
#define SIM_IMPACTS_CLOTHVOLUME 0x00000008 |
This flag is set for cloth-volume collision.
Definition at line 35 of file SIM_Impacts.h.
#define SIM_IMPACTS_FEEDBACK 0x00000400 |
Used by the cloth/volume collider to indicate that an impact will require feedback to be resolved.
Definition at line 64 of file SIM_Impacts.h.
#define SIM_IMPACTS_FRICTION 0x00000001 |
This flag is set if the given impact is intended to represent friction between two objects, rather than the direct collision response. If set, the "normal" represents the tangential friction direction, and the impulse is the friction impulse.
Definition at line 24 of file SIM_Impacts.h.
#define SIM_IMPACTS_NOPRIMUV 0x00000800 |
Marks that this impact won't (and didn't) compute the primitive/uv of the collision. This can accelerate collisions with SDF based geometry by points as no ray tests are then needed against the geometry.
Definition at line 69 of file SIM_Impacts.h.
#define SIM_IMPACTS_PARTANY |
Combination of all the SIM_IMPACTS_PART* flags.
Definition at line 56 of file SIM_Impacts.h.
#define SIM_IMPACTS_PARTBOUNCE 0x00000200 |
For particle collisions, particle should bounce.
Definition at line 53 of file SIM_Impacts.h.
#define SIM_IMPACTS_PARTCONTINUE 0x00000080 |
For particle collisions, particle should continue on course.
Definition at line 47 of file SIM_Impacts.h.
#define SIM_IMPACTS_PARTKILL 0x00000040 |
For particle collisions, particle should die.
Definition at line 44 of file SIM_Impacts.h.
#define SIM_IMPACTS_PARTSTICK 0x00000100 |
For particle collisions, particle should stick.
Definition at line 50 of file SIM_Impacts.h.
#define SIM_IMPACTS_PARTSTOP 0x00000020 |
For particle collisions, particle should stop.
Definition at line 41 of file SIM_Impacts.h.
#define SIM_IMPACTS_POINTINSIDE 0x00000004 |
This flag is set for SIM_Impact entries that represent situations where a point is already inside an SDF. Used by SIM_ColliderPoint.
Definition at line 32 of file SIM_Impacts.h.
#define SIM_IMPACTS_REPULSION 0x00000002 |
This flag is set for SIM_Impacts entries that are repulsion forces rather than inelastic collisions. Used by SIM_ColliderRepulsion.
Definition at line 28 of file SIM_Impacts.h.
#define SIM_IMPACTS_RESTING 0x00001000 |
Marks that this is a resting impact, ie, if the objects were ballistic, this impact would not have occurred. These sort of impacts tend to be generated by gravity, thus the resting nomenclature.
Definition at line 74 of file SIM_Impacts.h.