unreal.RigPhysicsDynamics¶
- class unreal.RigPhysicsDynamics¶
Bases:
StructBaseProperties of a body affecting its dynamics (movement without regard to collision).
C++ Source:
Plugin: ControlRigPhysics
Module: ControlRigPhysics
File: RigPhysicsData.h
Editor Properties: (see get_editor_property/set_editor_property)
angular_damping(float): [Read-Write] Angular velocity damping (1/s). Applied as exponential decay each frame and is mass- independent by default - the same setting produces identical decay for any mass. Set bScaleDampingByInverseMass to scale by inverse mass for drag-like behaviour.centre_of_mass_nudge(Vector): [Read-Write] Offset added to the calculated (or overridden) centre of mass, in the body’s local frame.centre_of_mass_override(Vector): [Read-Write] Centre of mass in the body’s local frame. Used only when bOverrideCentreOfMass is true.density(float): [Read-Write] Material density in g/cm^3, used to derive mass from the body’s collision volume. Default 1.0 corresponds to water. Only used when MassOverride is zero or negative.linear_damping(float): [Read-Write] Linear velocity damping (1/s). Applied as exponential decay each frame and is mass- independent by default - the same setting produces identical decay for any mass. Set bScaleDampingByInverseMass to scale by inverse mass for drag-like behaviour.mass_override(float): [Read-Write] Explicit total mass for this body in kg. When positive this overrides the density-derived mass; when zero or negative the mass is computed from Density and the collision volume.moments_of_inertia_override(Vector): [Read-Write] Diagonal moments of inertia (kg*cm^2) used when bOverrideMomentsOfInertia is true. Off-diagonal terms of the inertia tensor are assumed zero.override_centre_of_mass(bool): [Read-Write] When true, CentreOfMassOverride specifies the centre of mass position directly instead of computing it from the collision shapes.override_moments_of_inertia(bool): [Read-Write] When true, MomentsOfInertiaOverride specifies the diagonal of the inertia tensor directly instead of computing it from the collision shapes.scale_damping_by_inverse_mass(bool): [Read-Write] When true, LinearDamping and AngularDamping are scaled by the body’s inverse mass before being applied. This approximates aerodynamic drag where heavier bodies decelerate less under the same author setting. Not physically accurate for angular damping (true angular drag depends on inverse inertia, which is a tensor) but gives a reasonable effect.