NIF Objects | Compound Types | Enum Types | Basic Types | File Versions
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 |