unreal.ClothingSimulationInteractor
¶
- class unreal.ClothingSimulationInteractor(outer=None, name='None')¶
Bases:
unreal.Object
If a clothing simulation is able to be interacted with at runtime then a derived interactor should be created, and at least the basic API implemented for that simulation. Only write to the simulation and context during the call to Sync, as that is guaranteed to be a safe place to access this data.
C++ Source:
Module: ClothingSystemRuntimeInterface
File: ClothingSimulationInteractor.h
- enable_gravity_override(vector) → None¶
Set a new gravity override and enable the override.
- Parameters
vector (Vector) –
- get_clothing_interactor(clothing_asset_name) → ClothingInteractor¶
Return a cloth interactor for this simulation.
- Parameters
clothing_asset_name (str) –
- Returns
- Return type
- get_num_cloths() → int32¶
Return the number of cloths run by the simulation.
- Returns
- Return type
int32
- get_num_dynamic_particles() → int32¶
Return the number of dynamic (simulated) particles.
- Returns
- Return type
int32
- get_num_iterations() → int32¶
Return the solver number of iterations. This could be different from the number set if the simulation hasn’t updated yet.
- Returns
- Return type
int32
- get_num_kinematic_particles() → int32¶
Return the number of kinematic (animated) particles.
- Returns
- Return type
int32
- get_num_substeps() → int32¶
Return the solver number of subdivisions./ This could be different from the number set if the simulation hasn’t updated yet.
- Returns
- Return type
int32
- get_simulation_time() → float¶
Return the instant average simulation time in ms.
- Returns
- Return type
- physics_asset_updated() → None¶
Called to update collision status without restarting the simulation.
- set_anim_drive_spring_stiffness(stiffness) → None¶
Set the stiffness of the spring force for the animation drive.
- Parameters
stiffness (float) –