unreal.RigUnit_GetDynamicsSolverData

class unreal.RigUnit_GetDynamicsSolverData(dynamics_solver_component_key: RigComponentKey = Ellipsis, simulation_space_linear_velocity: Vector = Ellipsis, simulation_space_angular_velocity: Vector = Ellipsis, simulation_space_linear_acceleration: Vector = Ellipsis, simulation_space_angular_acceleration: Vector = Ellipsis, teleport_detected: bool = False, kinematic_speed_reset_triggered: bool = False, position_reset_triggered: bool = False, evaluation_interval_reset_triggered: bool = False)

Bases: RigUnit_DynamicsBase

Retrieves the data that were generated during the simulation step, so the values returned will relate to the previous update if the solver has not yet been stepped.

C++ Source:

  • Plugin: ControlRigDynamics

  • Module: ControlRigDynamics

  • File: RigDynamicsSolverExecution.h

Editor Properties: (see get_editor_property/set_editor_property)

  • dynamics_solver_component_key (RigComponentKey): [Read-Write] The solver from which we’ll get these data

  • evaluation_interval_reset_triggered (bool): [Read-Write] True if the most recent step snapped the simulation back to the animation pose because the interval between successive evaluations exceeded EvaluationIntervalThresholdForReset.

  • kinematic_speed_reset_triggered (bool): [Read-Write] True if the most recent step reset all particle velocities because a kinematic particle’s sim-space target speed exceeded KinematicSpeedThresholdForReset.

  • position_reset_triggered (bool): [Read-Write] True if the most recent step snapped the simulation back to the animation pose because a particle’s sim-space distance from the origin exceeded PositionThresholdForReset.

  • simulation_space_angular_acceleration (Vector): [Read-Write] The angular acceleration of the simulation space, in world space (deg/s/s).

  • simulation_space_angular_velocity (Vector): [Read-Write] The angular velocity of the simulation space, in world space (deg/s).

  • simulation_space_linear_acceleration (Vector): [Read-Write] The linear acceleration of the simulation space, in world space (cm/s/s).

  • simulation_space_linear_velocity (Vector): [Read-Write] The linear velocity of the simulation space, in world space (cm/s).

  • teleport_detected (bool): [Read-Write] Whether or not a teleport was detected

property dynamics_solver_component_key: RigComponentKey

[Read-Write] The solver from which we’ll get these data

Type:

(RigComponentKey)

property evaluation_interval_reset_triggered: bool

[Read-Only] True if the most recent step snapped the simulation back to the animation pose because the interval between successive evaluations exceeded EvaluationIntervalThresholdForReset.

Type:

(bool)

property kinematic_speed_reset_triggered: bool

[Read-Only] True if the most recent step reset all particle velocities because a kinematic particle’s sim-space target speed exceeded KinematicSpeedThresholdForReset.

Type:

(bool)

property position_reset_triggered: bool

[Read-Only] True if the most recent step snapped the simulation back to the animation pose because a particle’s sim-space distance from the origin exceeded PositionThresholdForReset.

Type:

(bool)

property simulation_space_angular_acceleration: Vector

[Read-Only] The angular acceleration of the simulation space, in world space (deg/s/s).

Type:

(Vector)

property simulation_space_angular_velocity: Vector

[Read-Only] The angular velocity of the simulation space, in world space (deg/s).

Type:

(Vector)

property simulation_space_linear_acceleration: Vector

[Read-Only] The linear acceleration of the simulation space, in world space (cm/s/s).

Type:

(Vector)

property simulation_space_linear_velocity: Vector

[Read-Only] The linear velocity of the simulation space, in world space (cm/s).

Type:

(Vector)

property teleport_detected: bool

[Read-Only] Whether or not a teleport was detected

Type:

(bool)