Drag[en]gine Script Module DragonScript  1.21
Dragengine.Scenery.Collider Class Reference

Collider. More...

Inheritance diagram for Dragengine.Scenery.Collider:
Dragengine.Scenery.ColliderRig Dragengine.Scenery.ColliderVolume Dragengine.Scenery.ColliderComponent

Public Member Functions

Attachments
int getAttachmentCount ()
 Number of attachments. More...
 
Object getAttachedResource (int index)
 Resource of attachment at index. More...
 
void attachStatic (Object resource)
 Attach resource using static mode relative to current position. More...
 
void attachStatic (Object resource, Vector position, Quaternion orientation)
 Attach resource using static mode with specific position. More...
 
void attachRelativeMovement (Object resource)
 Attach collider keeping relative position and orientation. More...
 
void detach (Object resource)
 Detach resource. More...
 
void detachAll ()
 Detach all resources. More...
 
void attachmentsForceUpdate ()
 Force update of all attachments. More...
 
Constraints
int getConstraintCount ()
 Number of constraints. More...
 
void addConstraint (ColliderConstraint constraint)
 Add constraint from a collider constraint. More...
 
bool hasConstraint (ColliderConstraint constraint)
 Constraint with same bone, target collider and target bone is present. More...
 
int indexOfConstraint (ColliderConstraint constraint)
 Index of constraint with same bone, target collider and target bone or -1 if absent. More...
 
ColliderConstraint getConstraintAt (int index)
 Constraint at index. More...
 
void setConstraintAt (int index, ColliderConstraint constraint)
 Set constraint from a collider constraint. More...
 
void removeConstraint (ColliderConstraint constraint)
 Remove constraint with same bone, target collider and target bone. More...
 
void removeConstraintFrom (int index)
 Remove constraint from index. More...
 
void removeAllConstraints ()
 Remove all constraints. More...
 
Ignore colliders
int getIgnoreColliderCount ()
 Number of colliders to ignore. More...
 
Collider getIgnoreColliderAt (int index)
 Ignore collider at index. More...
 
bool hasIgnoreCollider (Collider collider)
 Ignore collider is present. More...
 
void addIgnoreCollider (Collider collider)
 Add collider to ignore. More...
 
void removeIgnoreCollider (Collider collider)
 Remove collider to ignore. More...
 
void removeAllIgnoreColliders ()
 Remove all colliders to ignore. More...
 
Post physics collision tests
int getCollisionTestCount ()
 Number of post physics collision tests. More...
 
ColliderCollisionTest getCollisionTestAt (int index)
 Post physics collision test at index. More...
 
void addCollisionTest (ColliderCollisionTest collisionTest)
 Add post physics collision test. More...
 
void removeCollisionTest (ColliderCollisionTest collisionTest)
 Remove post physics collision test. More...
 
void removeAllCollisionTests ()
 Remove all post physics collision tests. More...
 
Force and Impuls
void applyImpuls (Vector impuls)
 Apply impulse at central mass point. More...
 
void applyImpulsAt (Vector impuls, Vector position)
 Apply impulse at position. More...
 
void applyTorque (Vector torque)
 Apply torque at central mass point. More...
 
void applyTorqueImpuls (Vector torqueImpuls)
 Apply torque and impulse at center mass point. More...
 
void applyForce (Vector force)
 Apply force at central mass point. More...
 
void applyForceAt (Vector force, Vector position)
 Apply force at position. More...
 
Notifications
ColliderListener getColliderListener ()
 Collider listener or null if not set. More...
 
void setColliderListener (ColliderListener listener)
 Set collider listener or null to clear. More...
 
bool colliderListenerGetCustomCanHit ()
 Custom can hit callback is enabled. More...
 
void colliderListenerSetCustomCanHit (bool customCanHit)
 Set if custom can hit callback is enabled. More...
 
ColliderBreakingListener getBreakingListener ()
 Breaking listener or null if not set. More...
 
void setBreakingListener (ColliderBreakingListener listener)
 Set breaking listener or null if not set. More...
 
Collision detection
bool pointInside (DVector point)
 Point is inside collider. More...
 
void rayHits (DVector rayOrigin, Vector rayDirection, ColliderListener listener)
 Ray cast intersection test. More...
 
void rayHitsClosest (DVector rayOrigin, Vector rayDirection, ColliderListener listener)
 Closest ray cast intersection test. More...
 
void colliderHits (Collider collider, ColliderListener listener)
 Test collider for intersection. More...
 
void colliderMoveHits (Collider collider, Vector displacement, ColliderListener listener)
 Tests moving collider for collision. More...
 
void colliderMoveHitsCLosest (Collider collider, Vector displacement, ColliderListener listener)
 Tests moving collider for collision. More...
 
void colliderRotateHits (Collider collider, ColliderListener listener)
 Test rotating collider for collision. More...
 
void colliderRotateHitsClosest (Collider collider, ColliderListener listener)
 Test rotating collider for collision. More...
 
void colliderMoveRotateHits (Collider collider, Vector displacement, ColliderListener listener)
 Test moving and rotating collider for collision. More...
 
void colliderMoveRotateHitsClosest (Collider collider, Vector displacement, ColliderListener listener)
 Test moving and rotating collider for collision. More...
 

Protected Member Functions

Constructors
Collider new ()
 Create collider. More...
 

Management

DVector getPosition ()
 Position. More...
 
void setPosition (DVector position)
 Set position. More...
 
Quaternion getOrientation ()
 Oorientation. More...
 
void setOrientation (Quaternion orientation)
 Set orientation. More...
 
Vector getScale ()
 Scale. More...
 
void setScale (Vector scale)
 Set scale. More...
 
void setGeometry (DVector position, Quaternion orientation)
 Set position and orientation at the same time. More...
 
void setGeometry (DVector position, Quaternion orientation, Vector scale)
 Set position and orientation at the same time. More...
 
Vector getView ()
 View direction. More...
 
Vector getUp ()
 Up direction. More...
 
Vector getRight ()
 Right direction. More...
 
DMatrix getMatrix ()
 Get matrix. More...
 
DMatrix getInverseMatrix ()
 Get inverse matrix. More...
 
Vector getLinearVelocity ()
 Linear velocity in m/s. More...
 
void setLinearVelocity (Vector linVelo)
 Set linear velocity in m/s. More...
 
Vector getAngularVelocity ()
 Angular velocity in degrees/s. More...
 
void setAngularVelocity (Vector angVelo)
 Set angular velocity degrees/s. More...
 
float getMass ()
 Mass in kg. More...
 
void setMass (float mass)
 Set mass in kg. More...
 
Vector getGravity ()
 Constant acceleration in N/s^2. More...
 
void setGravity (Vector force)
 Set constant acceleration in N/s^2. More...
 
bool getEnabled ()
 Collider is enabled. More...
 
void setEnabled (bool enabled)
 Set if collider is enabled. More...
 
CollisionResponse getResponseType ()
 Response type. More...
 
void setResponseType (CollisionResponse responseType)
 Set response type. More...
 
bool getUseLocalGravity ()
 Collider defined gravity is used instead of World gravity. More...
 
void setUseLocalGravity (bool useLocalGravity)
 Set if collider defined gravity is used instead of World gravity. More...
 
Object getOwner ()
 Object owning the collider for interaction or null if not used. More...
 
void setOwner (Object owner)
 Set object owning the collider for interaction or null if not used. More...
 
float getForceFieldDirect ()
 Factor for direct type force fields. More...
 
void setForceFieldDirect (float factor)
 Set factor for direct type force fields. More...
 
float getForceFieldSurface ()
 Factor for surface type force fields. More...
 
void setForceFieldSurface (float factor)
 Set factor for surface type force fields. More...
 
float getForceFieldMass ()
 Factor for mass type force fields. More...
 
void setForceFieldMass (float factor)
 Set factor for mass type force fields. More...
 
float getForceFieldSpeed ()
 Factor for speed type force fields. More...
 
void setForceFieldSpeed (float factor)
 Set factor for speed type force fields. More...
 
CollisionFilter getCollisionFilter ()
 Collision filter. More...
 
void setCollisionFilter (CollisionFilter collisionFilter)
 Set collision filter. More...
 
bool equals (Object other)
 Collider is equal to another object. More...
 
int hashCode ()
 Hash code for use as dictionary keys. More...
 
static bool equals (Collider collider1, Collider collider2)
 Two colliders are equal. More...
 

Detailed Description

Collider.

Colliders provide collision detection and physical simulation to world objects. Colliders can be static (where they do not move), kinematic (where the game scripts provide physics response) or dynamic (where the physics module provides the physics response). Colliders can be a shape (ColliderVolume) or a articulated (ColliderRig or ColliderComponent). Colliders can be linked to other colliders using constraints (ColliderConstraint). ColliderRig and ColliderComponent use also rig defined constraints which are automatically created while external constraints are created by the game scripts.

Attachments

All resources with a position and orientation can be attached to a collider or bone if articulated. The following resources can be attached:

This is a native class.

Member Function Documentation

◆ addCollisionTest()

void Dragengine.Scenery.Collider.addCollisionTest ( ColliderCollisionTest  collisionTest)

Add post physics collision test.

◆ addConstraint()

void Dragengine.Scenery.Collider.addConstraint ( ColliderConstraint  constraint)

Add constraint from a collider constraint.

Exceptions
EInvalidParamConstraint with same bone, target collider and target bone is present.

◆ addIgnoreCollider()

void Dragengine.Scenery.Collider.addIgnoreCollider ( Collider  collider)

Add collider to ignore.

◆ applyForce()

void Dragengine.Scenery.Collider.applyForce ( Vector  force)

Apply force at central mass point.

◆ applyForceAt()

void Dragengine.Scenery.Collider.applyForceAt ( Vector  force,
Vector  position 
)

Apply force at position.

◆ applyImpuls()

void Dragengine.Scenery.Collider.applyImpuls ( Vector  impuls)

Apply impulse at central mass point.

◆ applyImpulsAt()

void Dragengine.Scenery.Collider.applyImpulsAt ( Vector  impuls,
Vector  position 
)

Apply impulse at position.

◆ applyTorque()

void Dragengine.Scenery.Collider.applyTorque ( Vector  torque)

Apply torque at central mass point.

◆ applyTorqueImpuls()

void Dragengine.Scenery.Collider.applyTorqueImpuls ( Vector  torqueImpuls)

Apply torque and impulse at center mass point.

◆ attachmentsForceUpdate()

void Dragengine.Scenery.Collider.attachmentsForceUpdate ( )

Force update of all attachments.

You have to call this if want to reset colliders and components to a predefined state like after warping or resetting objects. This requires an attachment update outside the regular physics simulation run by the physics module to prevent exploding behavior.

◆ attachRelativeMovement()

void Dragengine.Scenery.Collider.attachRelativeMovement ( Object  resource)

Attach collider keeping relative position and orientation.

◆ attachStatic() [1/2]

void Dragengine.Scenery.Collider.attachStatic ( Object  resource)

Attach resource using static mode relative to current position.

◆ attachStatic() [2/2]

void Dragengine.Scenery.Collider.attachStatic ( Object  resource,
Vector  position,
Quaternion  orientation 
)

Attach resource using static mode with specific position.

◆ colliderHits()

void Dragengine.Scenery.Collider.colliderHits ( Collider  collider,
ColliderListener  listener 
)

Test collider for intersection.

◆ colliderListenerGetCustomCanHit()

bool Dragengine.Scenery.Collider.colliderListenerGetCustomCanHit ( )

Custom can hit callback is enabled.

◆ colliderListenerSetCustomCanHit()

void Dragengine.Scenery.Collider.colliderListenerSetCustomCanHit ( bool  customCanHit)

Set if custom can hit callback is enabled.

◆ colliderMoveHits()

void Dragengine.Scenery.Collider.colliderMoveHits ( Collider  collider,
Vector  displacement,
ColliderListener  listener 
)

Tests moving collider for collision.

◆ colliderMoveHitsCLosest()

void Dragengine.Scenery.Collider.colliderMoveHitsCLosest ( Collider  collider,
Vector  displacement,
ColliderListener  listener 
)

Tests moving collider for collision.

◆ colliderMoveRotateHits()

void Dragengine.Scenery.Collider.colliderMoveRotateHits ( Collider  collider,
Vector  displacement,
ColliderListener  listener 
)

Test moving and rotating collider for collision.

◆ colliderMoveRotateHitsClosest()

void Dragengine.Scenery.Collider.colliderMoveRotateHitsClosest ( Collider  collider,
Vector  displacement,
ColliderListener  listener 
)

Test moving and rotating collider for collision.

◆ colliderRotateHits()

void Dragengine.Scenery.Collider.colliderRotateHits ( Collider  collider,
ColliderListener  listener 
)

Test rotating collider for collision.

◆ colliderRotateHitsClosest()

void Dragengine.Scenery.Collider.colliderRotateHitsClosest ( Collider  collider,
ColliderListener  listener 
)

Test rotating collider for collision.

◆ detach()

void Dragengine.Scenery.Collider.detach ( Object  resource)

Detach resource.

◆ detachAll()

void Dragengine.Scenery.Collider.detachAll ( )

Detach all resources.

◆ equals() [1/2]

static bool Dragengine.Scenery.Collider.equals ( Collider  collider1,
Collider  collider2 
)
static

Two colliders are equal.

This is an extended version of equals() accepting also null for collider1 and collider2. equals() would thrown an exception if null is compared to anything. This call though allows to compare null against colliders or even null itself. If collider1 or collider2 is null false is returned. If both are null true is returned.

Reimplemented in Dragengine.Scenery.ColliderVolume, Dragengine.Scenery.ColliderRig, and Dragengine.Scenery.ColliderComponent.

◆ equals() [2/2]

bool Dragengine.Scenery.Collider.equals ( Object  other)

Collider is equal to another object.

Implements Object.equals(Object).

Returns
true if other is of type Collider and both point to the same engine collider.

Reimplemented in Dragengine.Scenery.ColliderVolume, Dragengine.Scenery.ColliderRig, and Dragengine.Scenery.ColliderComponent.

◆ getAngularVelocity()

Vector Dragengine.Scenery.Collider.getAngularVelocity ( )

Angular velocity in degrees/s.

◆ getAttachedResource()

Object Dragengine.Scenery.Collider.getAttachedResource ( int  index)

Resource of attachment at index.

Exceptions
EOutOfBoundaryindex is less than 0 or larger than or equal to getAttachmentCount().

◆ getAttachmentCount()

int Dragengine.Scenery.Collider.getAttachmentCount ( )

Number of attachments.

◆ getBreakingListener()

ColliderBreakingListener Dragengine.Scenery.Collider.getBreakingListener ( )

Breaking listener or null if not set.

◆ getColliderListener()

ColliderListener Dragengine.Scenery.Collider.getColliderListener ( )

Collider listener or null if not set.

◆ getCollisionFilter()

CollisionFilter Dragengine.Scenery.Collider.getCollisionFilter ( )

Collision filter.

◆ getCollisionTestAt()

ColliderCollisionTest Dragengine.Scenery.Collider.getCollisionTestAt ( int  index)

Post physics collision test at index.

Exceptions
deeInvalidParamindex is less than 0 or equal than or equal to getCollisionTestCount().

◆ getCollisionTestCount()

int Dragengine.Scenery.Collider.getCollisionTestCount ( )

Number of post physics collision tests.

◆ getConstraintAt()

ColliderConstraint Dragengine.Scenery.Collider.getConstraintAt ( int  index)

Constraint at index.

Version
1.13
Exceptions
EOutOfBoundaryindex is less than 0 or larger than or equal to getConstraintCount().

◆ getConstraintCount()

int Dragengine.Scenery.Collider.getConstraintCount ( )

Number of constraints.

◆ getEnabled()

bool Dragengine.Scenery.Collider.getEnabled ( )

Collider is enabled.

◆ getForceFieldDirect()

float Dragengine.Scenery.Collider.getForceFieldDirect ( )

Factor for direct type force fields.

◆ getForceFieldMass()

float Dragengine.Scenery.Collider.getForceFieldMass ( )

Factor for mass type force fields.

◆ getForceFieldSpeed()

float Dragengine.Scenery.Collider.getForceFieldSpeed ( )

Factor for speed type force fields.

◆ getForceFieldSurface()

float Dragengine.Scenery.Collider.getForceFieldSurface ( )

Factor for surface type force fields.

◆ getGravity()

Vector Dragengine.Scenery.Collider.getGravity ( )

Constant acceleration in N/s^2.

◆ getIgnoreColliderAt()

Collider Dragengine.Scenery.Collider.getIgnoreColliderAt ( int  index)

Ignore collider at index.

Exceptions
deeInvalidParamindex is less than 0 or equal than or equal to getIgnoreColliderCount().

◆ getIgnoreColliderCount()

int Dragengine.Scenery.Collider.getIgnoreColliderCount ( )

Number of colliders to ignore.

◆ getInverseMatrix()

DMatrix Dragengine.Scenery.Collider.getInverseMatrix ( )

Get inverse matrix.

◆ getLinearVelocity()

Vector Dragengine.Scenery.Collider.getLinearVelocity ( )

Linear velocity in m/s.

◆ getMass()

float Dragengine.Scenery.Collider.getMass ( )

Mass in kg.

◆ getMatrix()

DMatrix Dragengine.Scenery.Collider.getMatrix ( )

Get matrix.

◆ getOrientation()

Quaternion Dragengine.Scenery.Collider.getOrientation ( )

Oorientation.

◆ getOwner()

Object Dragengine.Scenery.Collider.getOwner ( )

Object owning the collider for interaction or null if not used.

◆ getPosition()

DVector Dragengine.Scenery.Collider.getPosition ( )

Position.

◆ getResponseType()

CollisionResponse Dragengine.Scenery.Collider.getResponseType ( )

Response type.

◆ getRight()

Vector Dragengine.Scenery.Collider.getRight ( )

Right direction.

◆ getScale()

Vector Dragengine.Scenery.Collider.getScale ( )

Scale.

◆ getUp()

Vector Dragengine.Scenery.Collider.getUp ( )

Up direction.

◆ getUseLocalGravity()

bool Dragengine.Scenery.Collider.getUseLocalGravity ( )

Collider defined gravity is used instead of World gravity.

◆ getView()

Vector Dragengine.Scenery.Collider.getView ( )

View direction.

◆ hasConstraint()

bool Dragengine.Scenery.Collider.hasConstraint ( ColliderConstraint  constraint)

Constraint with same bone, target collider and target bone is present.

Version
1.13

◆ hashCode()

int Dragengine.Scenery.Collider.hashCode ( )

Hash code for use as dictionary keys.

Implements Object.hashCode().

Reimplemented in Dragengine.Scenery.ColliderVolume, Dragengine.Scenery.ColliderRig, and Dragengine.Scenery.ColliderComponent.

◆ hasIgnoreCollider()

bool Dragengine.Scenery.Collider.hasIgnoreCollider ( Collider  collider)

Ignore collider is present.

◆ indexOfConstraint()

int Dragengine.Scenery.Collider.indexOfConstraint ( ColliderConstraint  constraint)

Index of constraint with same bone, target collider and target bone or -1 if absent.

Version
1.13

◆ new()

Collider Dragengine.Scenery.Collider.new ( )
protected

◆ pointInside()

bool Dragengine.Scenery.Collider.pointInside ( DVector  point)

Point is inside collider.

◆ rayHits()

void Dragengine.Scenery.Collider.rayHits ( DVector  rayOrigin,
Vector  rayDirection,
ColliderListener  listener 
)

Ray cast intersection test.

◆ rayHitsClosest()

void Dragengine.Scenery.Collider.rayHitsClosest ( DVector  rayOrigin,
Vector  rayDirection,
ColliderListener  listener 
)

Closest ray cast intersection test.

Only closest intersection is reported to listener. rayHits() reports all intersections.

◆ removeAllCollisionTests()

void Dragengine.Scenery.Collider.removeAllCollisionTests ( )

Remove all post physics collision tests.

◆ removeAllConstraints()

void Dragengine.Scenery.Collider.removeAllConstraints ( )

Remove all constraints.

◆ removeAllIgnoreColliders()

void Dragengine.Scenery.Collider.removeAllIgnoreColliders ( )

Remove all colliders to ignore.

◆ removeCollisionTest()

void Dragengine.Scenery.Collider.removeCollisionTest ( ColliderCollisionTest  collisionTest)

Remove post physics collision test.

Exceptions
deeInvalidParamcollisionTest is absent.

◆ removeConstraint()

void Dragengine.Scenery.Collider.removeConstraint ( ColliderConstraint  constraint)

Remove constraint with same bone, target collider and target bone.

Version
1.13
Exceptions
EInvalidParamMatching constraint is absent.

◆ removeConstraintFrom()

void Dragengine.Scenery.Collider.removeConstraintFrom ( int  index)

Remove constraint from index.

Exceptions
EOutOfBoundaryindex is less than 0 or larger than or equal to getConstraintCount().

◆ removeIgnoreCollider()

void Dragengine.Scenery.Collider.removeIgnoreCollider ( Collider  collider)

Remove collider to ignore.

Exceptions
deeInvalidParamcollider is absent.

◆ setAngularVelocity()

void Dragengine.Scenery.Collider.setAngularVelocity ( Vector  angVelo)

Set angular velocity degrees/s.

◆ setBreakingListener()

void Dragengine.Scenery.Collider.setBreakingListener ( ColliderBreakingListener  listener)

Set breaking listener or null if not set.

◆ setColliderListener()

void Dragengine.Scenery.Collider.setColliderListener ( ColliderListener  listener)

Set collider listener or null to clear.

◆ setCollisionFilter()

void Dragengine.Scenery.Collider.setCollisionFilter ( CollisionFilter  collisionFilter)

Set collision filter.

◆ setConstraintAt()

void Dragengine.Scenery.Collider.setConstraintAt ( int  index,
ColliderConstraint  constraint 
)

Set constraint from a collider constraint.

Exceptions
EOutOfBoundaryindex is less than 0 or larger than or equal to getConstraintCount().
EInvalidParamNew constraint has different bone, target collider or target bone.

◆ setEnabled()

void Dragengine.Scenery.Collider.setEnabled ( bool  enabled)

Set if collider is enabled.

◆ setForceFieldDirect()

void Dragengine.Scenery.Collider.setForceFieldDirect ( float  factor)

Set factor for direct type force fields.

◆ setForceFieldMass()

void Dragengine.Scenery.Collider.setForceFieldMass ( float  factor)

Set factor for mass type force fields.

◆ setForceFieldSpeed()

void Dragengine.Scenery.Collider.setForceFieldSpeed ( float  factor)

Set factor for speed type force fields.

◆ setForceFieldSurface()

void Dragengine.Scenery.Collider.setForceFieldSurface ( float  factor)

Set factor for surface type force fields.

◆ setGeometry() [1/2]

void Dragengine.Scenery.Collider.setGeometry ( DVector  position,
Quaternion  orientation 
)

Set position and orientation at the same time.

Colliders are the only resources supporting attachments. Using SetPosition() and SetOrientation() causes attachments to be repositions immediately. If many resources are attached to the collider (perhaps even nested) this can reduce performance since attachments are potentially repositioned twice. This call ensures attachments are only repositioned once improving performance.

◆ setGeometry() [2/2]

void Dragengine.Scenery.Collider.setGeometry ( DVector  position,
Quaternion  orientation,
Vector  scale 
)

Set position and orientation at the same time.

Colliders are the only resources supporting attachments. Using SetPosition() and SetOrientation() causes attachments to be repositions immediately. If many resources are attached to the collider (perhaps even nested) this can reduce performance since attachments are potentially repositioned twice. This call ensures attachments are only repositioned once improving performance.

◆ setGravity()

void Dragengine.Scenery.Collider.setGravity ( Vector  force)

Set constant acceleration in N/s^2.

◆ setLinearVelocity()

void Dragengine.Scenery.Collider.setLinearVelocity ( Vector  linVelo)

Set linear velocity in m/s.

◆ setMass()

void Dragengine.Scenery.Collider.setMass ( float  mass)

Set mass in kg.

◆ setOrientation()

void Dragengine.Scenery.Collider.setOrientation ( Quaternion  orientation)

Set orientation.

◆ setOwner()

void Dragengine.Scenery.Collider.setOwner ( Object  owner)

Set object owning the collider for interaction or null if not used.

◆ setPosition()

void Dragengine.Scenery.Collider.setPosition ( DVector  position)

Set position.

◆ setResponseType()

void Dragengine.Scenery.Collider.setResponseType ( CollisionResponse  responseType)

Set response type.

◆ setScale()

void Dragengine.Scenery.Collider.setScale ( Vector  scale)

Set scale.

For deColliderComponent the scaling is used from the set deComponent in the first place. The collider scaling is applied on top of it. Hence if you use deColliderComponent with scaled components you do not have to set the scaling on the deColliderComponent. For deColliderVolume and deColliderRig using scaling is required.

◆ setUseLocalGravity()

void Dragengine.Scenery.Collider.setUseLocalGravity ( bool  useLocalGravity)

Set if collider defined gravity is used instead of World gravity.


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