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object --+ | utils.graph.DetailNode --+ | utils.graph.GlobalNode --+ | object_models.xml.struct_.StructBase --+ | NifFormat._NiObject --+ | NifFormat.NiObject --+ | NifFormat._bhkRefObject --+ | NifFormat.bhkRefObject --+ | NifFormat.bhkSerializable --+ | NifFormat.bhkWorldObject --+ | NifFormat.bhkEntity --+ | NifFormat._bhkRigidBody
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Inherited from |
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Inherited from Inherited from |
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_attribute_list =
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_attrs =
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_names =
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Inherited from Inherited from Inherited from Inherited from |
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angular_damping Damping value for angular movement. |
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angular_velocity Angular velocity. |
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center This seems to be used to relocate the object's center of mass. |
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col_filter_copy Copy of Col Filter value? |
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constraints Unknown. |
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friction The body's friction. |
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inertia Defines how the mass is distributed among the body. |
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layer_copy Copy of Layer value? |
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linear_damping Damping value for linear movement. |
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linear_velocity Linear velocity. |
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mass The body's mass in kg. |
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max_angular_velocity Maximal angular velocity. |
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max_linear_velocity Maximal linear velocity. |
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motion_system Motion system? Overrides Quality when on Keyframed? |
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num_constraints The number of constraints this object is bound to. |
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penetration_depth The maximum allowed penetration for this object.This is a hint to the engine to see how much CPU the engine should invest to keep this object from penetrating.A good choice is 5% - 20% of the smallest diameter of the object. |
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quality_type The motion type. |
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restitution The body's restitution (elasticity).If the restitution is not 0.0 the object will need extra CPU for all new collisions.Try to set restitution to 0 for maximum performance (e.g. |
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rotation The rotation Yaw/Pitch/Roll to apply to the body. |
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translation A vector that moves the body by the specified amount. |
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unknown_4_shorts Unknown. |
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unknown_5_floats Unknown. |
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unknown_7_shorts Unknown. |
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unknown_byte_1 Deactivator Type? Usually set to 1 for fixed objects, or set to 2 for moving ones. |
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unknown_byte_2 Solver deactivation? Usually set to 1 for fixed objects, or set to 2 for moving ones. |
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unknown_int_6 Unknown. |
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unknown_int_7 Unknown. |
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unknown_int_8 Unknown. |
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unknown_int_9 0 = do not respond to wind, 1 = respond to wind (?) |
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Inherited from Inherited from |
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_attribute_list
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_attrs
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_names
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angular_dampingDamping value for angular movement.
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angular_velocityAngular velocity.
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centerThis seems to be used to relocate the object's center of mass. Useful for balancing objects in contraints.
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col_filter_copyCopy of Col Filter value?
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constraintsUnknown.
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frictionThe body's friction.
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inertiaDefines how the mass is distributed among the body.
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layer_copyCopy of Layer value?
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linear_dampingDamping value for linear movement. A value that is too small fixes the object in place.
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linear_velocityLinear velocity.
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massThe body's mass in kg. A mass of zero represents an immovable object.
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max_angular_velocityMaximal angular velocity. Pi x 10?
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max_linear_velocityMaximal linear velocity.
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motion_systemMotion system? Overrides Quality when on Keyframed?
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num_constraintsThe number of constraints this object is bound to.
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penetration_depthThe maximum allowed penetration for this object.This is a hint to the engine to see how much CPU the engine should invest to keep this object from penetrating.A good choice is 5% - 20% of the smallest diameter of the object.
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quality_typeThe motion type. Determines quality of motion?
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restitutionThe body's restitution (elasticity).If the restitution is not 0.0 the object will need extra CPU for all new collisions.Try to set restitution to 0 for maximum performance (e.g. collapsing buildings)
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rotationThe rotation Yaw/Pitch/Roll to apply to the body. Only enabled in bhkRigidBodyT objects.
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translationA vector that moves the body by the specified amount. Only enabled in bhkRigidBodyT objects.
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unknown_4_shortsUnknown.
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unknown_5_floatsUnknown.
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unknown_7_shortsUnknown.
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unknown_byte_1Deactivator Type? Usually set to 1 for fixed objects, or set to 2 for moving ones. Seems to always be same as Unknown Byte 2.
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unknown_byte_2Solver deactivation? Usually set to 1 for fixed objects, or set to 2 for moving ones. Seems to always be same as Unknown Byte 1.
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unknown_int_6Unknown.
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unknown_int_7Unknown.
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unknown_int_8Unknown.
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unknown_int_90 = do not respond to wind, 1 = respond to wind (?)
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