SIM/SIM_Impacts.h File Reference

#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

Defines

#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.
#define SIM_IMPACTS_CLOTHCLOTH   0x00000010
 This flag is set for cloth-cloth collision.
#define SIM_IMPACTS_PARTSTOP   0x00000020
 For particle collisions, particle should stop.
#define SIM_IMPACTS_PARTKILL   0x00000040
 For particle collisions, particle should die.
#define SIM_IMPACTS_PARTCONTINUE   0x00000080
 For particle collisions, particle should continue on course.
#define SIM_IMPACTS_PARTSTICK   0x00000100
 For particle collisions, particle should stick.
#define SIM_IMPACTS_PARTBOUNCE   0x00000200
 For particle collisions, particle should bounce.
#define SIM_IMPACTS_PARTANY
 Combination of all the SIM_IMPACTS_PART* flags.
#define SIM_IMPACTS_FEEDBACK   0x00000400
#define SIM_IMPACTS_NOPRIMUV   0x00000800


Define Documentation

#define SIM_IMPACTS_CLOTHCLOTH   0x00000010

This flag is set for cloth-cloth collision.

Definition at line 44 of file SIM_Impacts.h.

#define SIM_IMPACTS_CLOTHVOLUME   0x00000008

This flag is set for cloth-volume collision.

Definition at line 41 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 70 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 30 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 75 of file SIM_Impacts.h.

#define SIM_IMPACTS_PARTANY

Value:

Combination of all the SIM_IMPACTS_PART* flags.

Definition at line 62 of file SIM_Impacts.h.

#define SIM_IMPACTS_PARTBOUNCE   0x00000200

For particle collisions, particle should bounce.

Definition at line 59 of file SIM_Impacts.h.

#define SIM_IMPACTS_PARTCONTINUE   0x00000080

For particle collisions, particle should continue on course.

Definition at line 53 of file SIM_Impacts.h.

#define SIM_IMPACTS_PARTKILL   0x00000040

For particle collisions, particle should die.

Definition at line 50 of file SIM_Impacts.h.

#define SIM_IMPACTS_PARTSTICK   0x00000100

For particle collisions, particle should stick.

Definition at line 56 of file SIM_Impacts.h.

#define SIM_IMPACTS_PARTSTOP   0x00000020

For particle collisions, particle should stop.

Definition at line 47 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 38 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 34 of file SIM_Impacts.h.


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