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_DynamicsBaseRetrieves 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 dataevaluation_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:
- 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)