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1.0.0:physics [2023/03/16 09:04] – [Colliders] admin | 1.0.0:physics [2023/03/16 09:21] – [ColliderSettings / ColliderPrefab] admin | ||
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Derived components of **TControl3D**, | Derived components of **TControl3D**, | ||
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+ | ==== ColliderSettings / ColliderPrefab ==== | ||
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+ | Registering a collider for a 3D object expects collider settings (TGorillaColliderSettings) or a collider prefab (TGorillaPhysicsColliderPrefab). | ||
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+ | The collider prefab is a collection item for design time usage. It will automatically register a collider settings (TGorillaColliderSettings) for you when the physics system getting started. | ||
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+ | While the collider settings (TGorillaColliderSettings) is the core structure for collider registration. | ||
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+ | It gives you a number of possible settings: | ||
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+ | ^Property ^Description^ | ||
+ | |_Type|TGorillaPhysicsBodyType (TQ3BodyType.eStaticBody, | ||
+ | |LockRotAxisX|Locked rotation on the x axis.| | ||
+ | |LockRotAxisY|Locked rotation on the y axis.| | ||
+ | |LockRotAxisZ|Locked rotation on the z axis.| | ||
+ | |LockMoveAxisX|Locked translation on the x axis.| | ||
+ | |LockMoveAxisY|Locked translation on the y axis.| | ||
+ | |LockMoveAxisZ|Locked translation on the z axis.| | ||
+ | |LinearDamping|Linear Damping controls how much the physics body or constraint resists translation.| | ||
+ | |AngularDamping|Angular Damping controls how much they resist rotating. | | ||
+ | |Slop|Additional slop value, which will be added to the computed penetration depth on collision.| | ||
+ | |AllowSubColliders|If a object hierarchy is provided as control, it will try to add the same kind of collider for all sub-elements. Caution: This may produce unexpected behaviour especially on dynamic colliders.| | ||
+ | |AllowSleep|Allows a body to go in sleeping mode and save resources. By default TRUE.| | ||
+ | |Active|Is body enabled for physics computation.| | ||
+ | |Data|Setup colliderdata: | ||
+ | |Data.Friction|Friction is a force between two surfaces that are sliding, or trying to slide, across each other. For example, when you try to push a book along the floor, friction makes this difficult. Friction always works in the direction opposite to the direction in which the object is moving, or trying to move.| | ||
+ | |Data.Restitution|The coefficient of restitution is a measure of how much kinetic energy remains after the collision of two bodies. Its value ranges from 0 to 1.| | ||
+ | |Data.Density|It is the mass of a material substance per unit volume.| | ||
+ | |Data.Sensor|A sensor is a device that detects and responds to some type of input from the physical environment.| | ||
===== Threading ===== | ===== Threading ===== | ||