unreal.ChaosSolverConfiguration
¶
- class unreal.ChaosSolverConfiguration¶
Bases:
unreal.StructBase
Chaos Solver Configuration
C++ Source:
Module: Chaos
File: ChaosSolverConfiguration.h
Editor Properties: (see get_editor_property/set_editor_property)
breaking_filter_settings
(SolverBreakingFilterSettings): [Read-Write] Breaking Filter Settingscluster_connection_factor
(float): [Read-Write] Cluster Connection Factorcluster_union_connection_type
(ClusterUnionMethod): [Read-Write] Cluster Union Connection Typecollision_cull_distance
(float): [Read-Write] Collision Cull Distance: During collision detection, if tweo shapes are at least this far apart we do not calculate their nearest features during the collision detection step.collision_filter_settings
(SolverCollisionFilterSettings): [Read-Write] Collision Filter Settingscollision_margin_fraction
(float): [Read-Write] Collision Margin Fraction: A collision margin as a fraction of size used by some boxes and convex shapes to improve collision detection results. The core geometry of shapes that support a margin are reduced in size by the margin, and the margin is added back on during collision detection. The net result is a shape of the same size but with rounded corners.collision_margin_max
(float): [Read-Write] Collision Margin Max: An upper limit on the collision margin that will be subtracted from boxes and convex shapes. See CollisionMarginFractioncollision_max_push_out_velocity
(float): [Read-Write] Collision Max Push Out Velocity: The maximum speed at which two bodies can be extracted from each other when they start a frame inter-penetrating. This can happen because they spawned on top of each other, or the solver failed to fully reolve collisions last frame. A value of zero means “no limit”. A non-zero value can be used to prevent explosive behaviour when bodies start deeply penetrating. An alternative to using this approach is to increase the number of Velocity Iterations, which is more expensive but will ensure the bdoies are depenetrated in a single frame without explosive behaviour.collision_pair_iterations
(int32): [Read-Write] Collision Pair Iterations: During solver iterations we solve each constraint in turn. For each constraint we run the solve step CollisionPairIterations times in a row.collision_push_out_pair_iterations
(int32): [Read-Write] Collision Push Out Pair Iterations: During pushout iterations we pushout each constraint in turn. For each constraint we run the pushout step CollisionPairIterations times in a row.generate_break_data
(bool): [Read-Write] Generate Break Datagenerate_collision_data
(bool): [Read-Write] Generate Collision Datagenerate_contact_graph
(bool): [Read-Write] Generate Contact Graphgenerate_trailing_data
(bool): [Read-Write] Generate Trailing Dataiterations
(int32): [Read-Write] Iterations: The number of iterations to run during the constraint solver stepjoint_pair_iterations
(int32): [Read-Write] Joint Pair Iterations: The number of iterations to run on each constraint during the constraint solver stepjoint_push_out_pair_iterations
(int32): [Read-Write] Joint Push Out Pair Iterations: The number of iterations to run during the constraint fixup step for each joint. This applies a post-solve correction that can address errors left behind during the main solver iterations.push_out_iterations
(int32): [Read-Write] Push Out Iterations: The number of iterations to run during the constraint fixup step. This applies a post-solve correction that can address errors left behind during the main solver iterations.trailing_filter_settings
(SolverTrailingFilterSettings): [Read-Write] Trailing Filter Settings