
Overview Physics entities are modifiers used to simulate physical events such as explosions, gravity fields or wind, or to physicalize objects such as cloth, breakable entities or ropes. Physical entities which are related to a body instead of an event need to be connected to an object in order to be selectable. If no objects is attached, entities can be selected in the editor by holding the space bar. On the other hand, events are represented by a selectable icon. Physics entities can be found in Rollup Bar -> Entity -> Physics AnimObject BasicEntity Reference Values BreakableObject Cloth Constraint DeadBody Destroyable Object Explosion GravityBox GravitySphere GravityValve JointGen PressurizedObject RigidBodyEx Wind WindArea Useful Console Variables Related Topics AnimObject An AnimObject extends the functionality of a BasicEntity by the ability of playing pre-baked animations and physicalizing parts of the object afterwards. Property Description ActivatePhysicsDist Used for objects with pre-baked physical animations (requires Articulated to be on and ActivatePhysicsThreshold to be greater than 0). Specifies the distance from the pivot after which parts automatically detach themselves from the animation and become fully physicalized. 0 disables distance-based detachment. ActivatePhysicsThre Greater than 0 values are used for objects with pre-baked physical animations (requires Articulated to be on). shold Specifies the amount of force (in fractions of gravity) that needs to be exerted on a part for it to become detached and fully controlled by the physics. CanTriggerAreas See BasicEntity. DmgFactorWhenColl See BasicEntity. idingAI ExcludeCover See BasicEntity. Faction See Common Entity Parameters. HeavyObject See Common Entity Parameters. InteractLargeObject See Common Entity Parameters. MissionCritical See BasicEntity. Model Defines the model to be used. NoFriendlyFire Pickable See Common Entity Parameters. SmartObjectClass See Common Entity Parameters. Usable See Common Entity Parameters. UseMessage See Common Entity Parameters. Animation AlwaysUpdate Confidential. © 2009-2015 Crytek GmbH. All Rights Reserved. Page 1 of 19 Animation Defines the animation to be played. Loop Defines whether the animation is looped. PhysicalizeAfterAni Defines whether the object is physicalized after the animation has reached its end. mation playerAnimationState Obsolete Playing If set, the animation will play immediately. Speed Playback speed of the animation sequence. Cinematic OnDemandModelLoad RenderAlways Health Invulnerable See Common Entity Parameters. MaxHealth See Common Entity Parameters. OnlyEnemyFire See Common Entity Parameters. MultiplayerOptions Networked See Common Entity Parameters. Physics Articulated Physicalizes the character as an articulated physical entity (i.e., with bendable joints). BulletCollisionEnabl ed Density See BasicEntity. Mass See BasicEntity. Physicalize See BasicEntity. PushableByPlayers See BasicEntity. RigidBody See BasicEntity. CollisionFiltering See Collision Classes for more information. Rendering WrinkleMap BasicEntity A BasicEntity provides the simplest way of controlling objects physically. Once a model has been set, several properties can be set, defining it's physical behavior. It is possible to specify either density or mass of the object. If one is specified, the other one must be set to a negative value (-1, or -0.01). Mass and density affect the way objects interact with other objects and float in the water (they sink if their density is more than that of the water). A zero-mass rigid body (with both mass and density 0) is a special case which means an "animated" rigid body (moved from outside the physics system). The difference from a static entity is that the physics will be aware that this object is actually dynamic, although it cannot simulate it directly. Note that both values describe the same physical property. When you specify mass, density will be computed automatically and vice versa. The relationship mass = density x volume is used. These computations imply that the object is solid. If a box is used to model an empty crate, one can assume that its density is a weighted average between wood density and inside air density. Confidential. © 2009-2015 Crytek GmbH. All Rights Reserved. Page 2 of 19 Example of a BasicEntity with a barrel model, set to half of the density of water. Reference Values Reference Density Values (in kg/m^3): Material Density (kg/m3) Wood 500-700 Ice 900 Water 1000 Rubber 1500 Glass 2600 Iron 7500 Lead 11400 Gold 19300 Dry static friction reference table: Material pair Aluminium/aluminium 1.9 Aluminium/steel 0.61 Brick/brick 0.65 Diamond/diamond 0.1 Glass/glass 0.94 Glass/metal 0.5-0.7 Gold/gold 2.5-4.0 Ice/ice 0.1 Rubber/concrete 1.0-4.0 Steel/steel 0.74 Wood/stone 0.4 Wood/wood 0.25-0.5 Stone/stone 0.4-0.7 Property Description Confidential. © 2009-2015 Crytek GmbH. All Rights Reserved. Page 3 of 19 CanTriggerAreas If true areas will trigger when this entity enters/exits them. Only applicable to AreaTriggers, ProximityTriggers will trigger regardless. DmgFactorWhenColl Multiplier applied when dealing damage to AI. idingAI ExcludeCover Deprecated Faction See Common Entity Parameters. HeavyObject See Common Entity Parameters. InteractLargeObject See Common Entity Parameters. MissionCritical If true, entity will not be hidden by explosions. The threshold for hiding/removal is defined via the CVar g_ec_removeThreshold which is set to 20 by default. If an explosion occurs and more than 20 entities are hit by it, it will keep 20 and hide the rest for better performance. See GameRulesClientServer.cpp for more information. Model Defines the model to be used. Pickable See Common Entity Parameters. SmartObjectClass Can be used to define AI interaction capabilities on code-side. Usable See Common Entity Parameters. UseMessage See Common Entity Parameters. Health Invulnerable See Common Entity Parameters. MaxHealth See Common Entity Parameters. OnlyEnemyFire See Common Entity Parameters. MultiplayerOptions Networked See Common Entity Parameters. Physics Density (= Volume / Mass) Density affects the way objects interact with other objects and float in the water (they sink if their density is more than that of the water). Note that both density and mass can be overridden in the asset file. Mass (= Density * Volume) Mass is the weight of the object (the density of the object multiplied by its volume). Physicalize If false, the object will not be taken into account by physics. PushableByPlayers It true, the player will be able to push the object by walking/running into it. RigidBody False means a static entity, true - a simulated rigid body. Note that a rigid body can still behave like a static entity if it has mass 0 (set either explicitly or by unchecking RigidBodyActive). The main difference between these rigid bodies and pure statics is that the physics system knows that they can be moved by some other means (such as the trackview) and expects them to do so. This means that objects that are supposed to be externally animated should be mass-0 rigid bodies in order to interact properly with pure physicalized entities. CollisionFiltering See Collision Classes for more information. BreakableObject Property Description BreakableType Density See BasicEntity. Faction See Common Entity Parameters. Mass See BasicEntity. Model The CGF model to use; if separate broken and unbroken models are used, this will be the unbroken model. Confidential. © 2009-2015 Crytek GmbH. All Rights Reserved. Page 4 of 19 Pickable See Common Entity Parameters. Resting See Common Entity Parameters. RigidBody Whether the original "Main" object is physicalized; if not, it's static. Usable See Common Entity Parameters. UseMessage See Common Entity Parameters. Health Invulnerable See Common Entity Parameters. MaxHealth See Common Entity Parameters. OnlyEnemyFire See Common Entity Parameters. PhysicsBreakable crack_weaken max_bend_torque max_pull_force max_push_force max_shift_force max_twist_torque GroundPlanes PhysicsBouyancy water_damping See RigidBodyEx. water_density See RigidBodyEx. water_resistance See RigidBodyEx. PhysicsSimulation damping (0..3) This sets the strength of damping on an object's movement. Most objects can work with 0 damping; if an object has trouble coming to rest, try values like 0.2-0.3. Values of 0.5 and higher appear (visually) as overdamping. Note that when several objects are in contact, the highest damping is used for the entire group. max_time_step (0.005..0.1) This sets the maximum time step the entity is allowed to make (defaults to 0.02). Smaller time steps increase stability (can be required for long and thin objects, for instance), but are more expensive (generally, *0.5 time step is 2x more expensive). Each time the physical world is requested to make a step, the objects that have their maxsteps smaller than the requested one, slice the big step into smaller chunks and perform several substeps. If several objects are in contact, the smallest max_time_step is used. sleep_speed (0.01..0.3) If the object's kinetic energy falls below some limit over several frames, the object is considered to be sleeping. This limit is proportional to the square of the sleep speed value. A sleep speed of 0.01 loosely corresponds to the object's center moving at a velocity of the order of 1 cm/s. Cloth The Cloth entity represents a class of physicalized objects consisting of point masses with internal constraints. The most typical example is, of course, a sheet of cloth, but the topology
Details
-
File Typepdf
-
Upload Time-
-
Content LanguagesEnglish
-
Upload UserAnonymous/Not logged-in
-
File Pages19 Page
-
File Size-