vkmEngine 1.0.0
A C++ game engine · vkmengine.com
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Vkm::Engine::RagdollSettings Struct Reference

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.

Detailed Description

How a ragdoll is proportioned and weighted.

Member Data Documentation

◆ muscle

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.

◆ boneLayer

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.


The documentation for this struct was generated from the following file: