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bhkRigidBodyT

The "T" suffix marks this body as active for translation and rotation.

Attributes

Name Type Description
From NiObject
From bhkRefObject
From bhkSerializable
From bhkWorldObject
Shape Ref<bhkShape> Link to the body for this collision object.
Havok Filter HavokFilter
Unused byte Garbage data from memory.
Broad Phase Type BroadPhaseType
Unused Bytes byte
Cinfo Property hkWorldObjCinfoProperty
From bhkEntity
From bhkRigidBody
Collision Response hkResponseType How the body reacts to collisions. See hkResponseType for hkpWorld default implementations.
Unused Byte 1 byte Skipped over when writing Collision Response and Callback Delay.
Process Contact Callback Delay ushort Lowers the frequency for processContactCallbacks. A value of 5 means that a callback is raised every 5th frame. The default is once every 65535 frames.
Unknown Int 1 uint Unknown.
Havok Filter Copy HavokFilter Copy of Havok Filter
Unused 2 byte Garbage data from memory. Matches previous Unused value.
Unknown Int 2 uint Unknown.
Collision Response 2 hkResponseType
Unused Byte 2 byte Skipped over when writing Collision Response and Callback Delay.
Process Contact Callback Delay 2 ushort
Unknown Int 2 uint Unknown.
Translation Vector4 A vector that moves the body by the specified amount. Only enabled in bhkRigidBodyT objects.
Rotation hkQuaternion The rotation Yaw/Pitch/Roll to apply to the body. Only enabled in bhkRigidBodyT objects.
Linear Velocity Vector4 Linear velocity.
Angular Velocity Vector4 Angular velocity.
Inertia Tensor hkMatrix3 Defines how the mass is distributed among the body, i.e. how difficult it is to rotate around any given axis.
Center Vector4 The body's center of mass.
Mass float The body's mass in kg. A mass of zero represents an immovable object.
Linear Damping float Reduces the movement of the body over time. A value of 0.1 will remove 10% of the linear velocity every second.
Angular Damping float Reduces the movement of the body over time. A value of 0.05 will remove 5% of the angular velocity every second.
Time Factor float
Gravity Factor float
Friction float How smooth its surfaces is and how easily it will slide along other bodies.
Rolling Friction Multiplier float
Restitution float How "bouncy" the body is, i.e. how much energy it has after colliding. Less than 1.0 loses energy, greater than 1.0 gains energy.
If the restitution is not 0.0 the object will need extra CPU for all new collisions.
Max Linear Velocity float Maximal linear velocity.
Max Angular Velocity float Maximal angular velocity.
Penetration Depth float The maximum allowed penetration for this object.
This is a hint to the engine to see how much CPU the engine should invest to keep this object from penetrating.
A good choice is 5% - 20% of the smallest diameter of the object.
Motion System hkMotionType Motion system? Overrides Quality when on Keyframed?
Deactivator Type hkDeactivatorType The initial deactivator type of the body.
Enable Deactivation bool
Solver Deactivation hkSolverDeactivation How aggressively the engine will try to zero the velocity for slow objects. This does not save CPU.
Quality Type hkQualityType The type of interaction with other objects.
Unknown Bytes 1 byte Unknown.
Unknown Bytes 2 byte Unknown. Skyrim only.
Num Constraints uint
Constraints Ref<bhkSerializable>
Body Flags uint 1 = respond to wind
Body Flags ushort 1 = respond to wind
From bhkRigidBodyT

Parent Of