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vkmEngine 1.0.0
A C++ game engine · vkmengine.com
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How a ragdoll is proportioned and weighted. More...
#include <ragdoll_build.h>
Public Attributes | |
| float | thickness = 0.22f |
| Bone radius as a fraction of its length; a rig carries no thickness of its own. | |
| float | minBoneLength = 0.06f |
| Shortest bone that gets a body of its own, in metres; a shorter one follows its parent. | |
| float | mass = 70.0f |
| Total mass, shared out by limb volume. | |
| float | stiffness = 1.0f |
| Passed to every joint the build makes. | |
| float | muscle = 0.4f |
| How much of the body's shape it keeps once limp, 0 to 1. | |
| int | boneLayer = 1 << 1 |
| Collision layer the bones are put on, as a single bit. | |
How a ragdoll is proportioned and weighted.
| float Vkm::Engine::RagdollSettings::muscle = 0.4f |
How much of the body's shape it keeps once limp, 0 to 1.
Each joint's Joint::holdTorque is this fraction of what holds every limb beyond it out level. 0 is a rag that folds where it stands; 1 holds its pose against its own weight, as a mannequin would.
| int Vkm::Engine::RagdollSettings::boneLayer = 1 << 1 |
Collision layer the bones are put on, as a single bit.
The build takes it out of the owner's mask, so the bones and the collider they sit inside never push each other, and out of the bones' own mask, since overlapping limbs would spend the first tick resolving their authored interpenetration. Everything else hits them, as hit boxes while inactive.