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    Class Ragdoll

    Actor that synchronizes Animated Model skeleton pose with physical bones bodies simulated with physics. Child rigidbodies are used for per-bone simulation - rigidbodies names must match skeleton bone name and should be ordered based on importance in the skeleton tree (parents first).

    Inheritance
    System.Object
    Object
    SceneObject
    Actor
    Ragdoll
    Implements
    ISerializable
    Inherited Members
    Actor.SetLayerRecursive(Int32)
    Actor.SetLayerNameRecursive(String)
    Actor.HasTag()
    Actor.HasTag(Tag)
    Actor.HasTag(String)
    Actor.AddTag(Tag)
    Actor.AddTagRecursive(Tag)
    Actor.RemoveTag(Tag)
    Actor.SetParent(Actor, Boolean, Boolean)
    Actor.GetChild(Int32)
    Actor.GetChild(String)
    Actor.GetChild(Type)
    Actor.GetChildren(Type)
    Actor.DestroyChildren(Single)
    Actor.GetScript(Int32)
    Actor.GetScript(Type)
    Actor.GetScripts(Type)
    Actor.AddMovement(Vector3)
    Actor.AddMovement(Vector3, Quaternion)
    Actor.GetWorldToLocalMatrix(Matrix)
    Actor.GetLocalToWorldMatrix(Matrix)
    Actor.OnDebugDraw()
    Actor.OnDebugDrawSelected()
    Actor.GetPrefabRoot()
    Actor.FindActor(String)
    Actor.FindActor(Type, Boolean)
    Actor.FindActor(Type, String)
    Actor.FindActor(Type, Tag, Boolean)
    Actor.FindScript(Type)
    Actor.HasActorInHierarchy(Actor)
    Actor.HasActorInChildren(Actor)
    Actor.IntersectsItself(Ray, Single, Vector3)
    Actor.Intersects(Ray, Single, Vector3)
    Actor.LookAt(Vector3)
    Actor.LookAt(Vector3, Vector3)
    Actor.LookingAt(Vector3)
    Actor.LookingAt(Vector3, Vector3)
    Actor.ToBytes(Actor[])
    Actor.FromBytes(Byte[])
    Actor.FromBytes(Byte[], Dictionary<Guid, Guid>)
    Actor.TryGetSerializedObjectsIds(Byte[])
    Actor.ToJson()
    Actor.FromJson(String)
    Actor.Clone()
    Actor.OnEnable()
    Actor.OnDisable()
    Actor.OnParentChanged()
    Actor.OnTransformChanged()
    Actor.OnActiveChanged()
    Actor.OnActiveInTreeChanged()
    Actor.OnOrderInParentChanged()
    Actor.OnStaticFlagsChanged()
    Actor.OnLayerChanged()
    Actor.OnBeginPlay()
    Actor.OnEndPlay()
    Actor.AddStaticFlags(StaticFlags)
    Actor.RemoveStaticFlags(StaticFlags)
    Actor.SetStaticFlag(StaticFlags, Boolean)
    Actor.HasStaticFlag(StaticFlags)
    Actor.ResetLocalTransform()
    Actor.AddChild(Type)
    Actor.AddChild<T>()
    Actor.GetChild<T>()
    Actor.TryGetChild<T>(T)
    Actor.GetOrAddChild<T>()
    Actor.AddScript(Type)
    Actor.AddScript<T>()
    Actor.GetScript<T>()
    Actor.TryGetScript<T>(T)
    Actor.FindScript<T>()
    Actor.FindActor<T>(Boolean)
    Actor.FindActor<T>(String)
    Actor.FindActor<T>(Tag, Boolean)
    Actor.GetChildren<T>()
    Actor.GetScripts<T>()
    Actor.RotateAround(Vector3, Vector3, Single, Boolean)
    Actor.ToString()
    Actor.Children
    Actor.Tags
    Actor.Layer
    Actor.Name
    Actor.IsActive
    Actor.StaticFlags
    Actor.PerInstanceRandom
    Actor.LocalPosition
    Actor.LocalOrientation
    Actor.LocalScale
    Actor.Sphere
    Actor.Box
    Actor.BoxWithChildren
    Actor.EditorBox
    Actor.EditorBoxChildren
    Actor.HasContentLoaded
    Actor.IsPrefabRoot
    Actor.IsStatic
    Actor.IsTransformStatic
    Actor.WorldToLocalMatrix
    Actor.LocalToWorldMatrix
    SceneObject.SetParent(Actor, Boolean)
    SceneObject.LinkPrefab(Guid, Guid)
    SceneObject.BreakPrefabLink()
    SceneObject.GetNamePath(Char)
    SceneObject.IsDuringPlay
    SceneObject.HasParent
    SceneObject.HasPrefabLink
    SceneObject.PrefabID
    SceneObject.PrefabObjectID
    Object.__unmanagedPtr
    Object.__internalId
    Object.Finalize()
    Object.As<T>()
    Object.NewValue(Type)
    Object.New(String)
    Object.Find<T>(Guid, Boolean)
    Object.Find(Guid, Type, Boolean)
    Object.TryFind<T>(Guid)
    Object.TryFind(Guid, Type)
    Object.Destroy(Object, Single)
    Object.DestroyNow(Object)
    Object.Destroy<T>(T, Single)
    Object.Equals(Object)
    Object.GetUnmanagedPtr(Object)
    Object.GetUnmanagedInterface(Object, Type)
    Object.FromUnmanagedPtr(IntPtr)
    Object.MapObjectID(Guid)
    Object.RemapObjectID(Guid)
    Object.GetHashCode()
    Object.ID
    Object.TypeName
    Namespace: FlaxEngine
    Assembly: FlaxEngine.CSharp.dll
    Syntax
    [ActorToolbox("Physics")]
    [Unmanaged]
    public class Ragdoll : Actor, ISerializable

    Constructors

    Ragdoll()

    Initializes a new instance of the Ragdoll.

    Declaration
    public Ragdoll()

    Properties

    BonesWeight

    The default bones weight where 0 means fully animated bone and 1 means fully simulate bones. Can be used to control all bones simulation mode but is overriden by per-bone BonesWeights.

    Declaration
    [EditorOrder(10)]
    [EditorDisplay("Ragdoll", null)]
    [Limit(0F, 1F, 1F)]
    [Unmanaged]
    public float BonesWeight { get; set; }
    Property Value
    System.Single

    BonesWeights

    The per-bone weights for ragdoll simulation. Key is bone name, value is the blend weight where 0 means fully animated bone and 1 means fully simulated bone. Can be used to control per-bone simulation.

    Declaration
    [EditorOrder(20)]
    [EditorDisplay("Ragdoll", null)]
    [Unmanaged]
    public Dictionary<string, float> BonesWeights { get; set; }
    Property Value
    System.Collections.Generic.Dictionary<System.String, System.Single>

    MaxDepenetrationVelocity

    The maximum depenetration velocity when ragdoll's rigidbody moving out of penetrating state. Using this property can smooth objects moving out of colliding state and prevent unstable motion.

    Declaration
    [EditorOrder(120)]
    [EditorDisplay("Ragdoll", null)]
    [Limit(0F, 3.40282347E+38F, 1F)]
    [Unmanaged]
    public float MaxDepenetrationVelocity { get; set; }
    Property Value
    System.Single

    See Also
    FlaxEngine.RigidBody.MaxDepenetrationVelocity

    PositionSolverIterations

    The minimum number of position iterations the physics solver should perform for bodies in this ragdoll. Higher values improve stability but affect performance.

    Declaration
    [EditorOrder(100)]
    [EditorDisplay("Ragdoll", null)]
    [Limit(1F, 255F, 1F)]
    [Unmanaged]
    public byte PositionSolverIterations { get; set; }
    Property Value
    System.Byte

    See Also
    SetSolverIterationCounts(System.Int32, System.Int32)

    TotalMass

    Calculates the total mass of all ragdoll bodies.

    Declaration
    [Unmanaged]
    public float TotalMass { get; }
    Property Value
    System.Single

    VelocitySolverIterations

    The minimum number of velocity iterations the physics solver should perform for bodies in this ragdoll. Higher values improve stability but affect performance.

    Declaration
    [EditorOrder(110)]
    [EditorDisplay("Ragdoll", null)]
    [Limit(1F, 255F, 1F)]
    [Unmanaged]
    public byte VelocitySolverIterations { get; set; }
    Property Value
    System.Byte

    See Also
    SetSolverIterationCounts(System.Int32, System.Int32)

    Methods

    SetAngularVelocity(Vector3)

    Sets the angular velocity of all rigidbodies in the ragdoll (in radians per second).

    Declaration
    [Unmanaged]
    public void SetAngularVelocity(Vector3 value)
    Parameters
    Vector3 value

    SetLinearVelocity(Vector3)

    Sets the linear velocity of all rigidbodies in the ragdoll.

    Declaration
    [Unmanaged]
    public void SetLinearVelocity(Vector3 value)
    Parameters
    Vector3 value

    Extension Methods

    Extensions.ReflectiveCompare<T>(T, T)
    Extensions.DeepClone<T>(T)
    Extensions.RawClone<T>(T)
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