Class ClothSettings

Settings used for customizing the behaviour of cloth simulation.

Hierarchy

  • FrameworkObject
    • ClothSettings

Constructors

  • Parameters

    • OptionalisInternalConstructor: boolean

    Returns ClothSettings

Accessors

  • get angularInertia(): Immutable<Vector3>
  • Determines how the cloth particles respond to rotational movement of the scene object. Value of 1 means the particles have full inertia and follow the scene object in a physically correct manner. Value of 0 means the particles get rotated along with the scene object, unaffected by the movement.

    Returns Immutable<Vector3>

  • set angularInertia(value): void
  • Parameters

    Returns void

  • get centrifugalInertia(): Immutable<Vector3>
  • Determinces how the cloth particle's velocities responds to rotational movement of the scene object Value of 1 means the particle's velocities do not get rotated which is physically correct. Value of 0 means the particle's velocities get rotated with the object.

    Returns Immutable<Vector3>

  • set centrifugalInertia(value): void
  • Parameters

    Returns void

  • get dragCoefficient(): number
  • Drag coefficient of the cloth.

    Returns number

  • set dragCoefficient(value): void
  • Parameters

    • value: number

    Returns void

  • get fluidDensity(): number
  • Determines how much the cloth is affected by drag.

    Returns number

  • set fluidDensity(value): void
  • Parameters

    • value: number

    Returns void

  • get friction(): number
  • Friction coefficient of the cloth.

    Returns number

  • set friction(value): void
  • Parameters

    • value: number

    Returns void

  • get isContinousCollisionDetectionEnabled(): boolean
  • Returns boolean

  • set isContinousCollisionDetectionEnabled(value): void
  • Parameters

    • value: boolean

    Returns void

  • get isUsingTetherConstraints(): boolean
  • Returns boolean

  • set isUsingTetherConstraints(value): void
  • Parameters

    • value: boolean

    Returns void

  • get linearInertia(): Immutable<Vector3>
  • Determines how the cloth particles respond to linear movement of the scene object. Value of 1 means the particles have full inertia and follow the scene object in a physically correct manner. Value of 0 means the particles get moved along with the scene object, unaffected by the movement.

    Returns Immutable<Vector3>

  • set linearInertia(value): void
  • Parameters

    Returns void

  • get pressure(): number
  • Inner pressure to keep the cloth from folding in on itself. Only useful for closed cloth objects like pillows.

    Returns number

  • set pressure(value): void
  • Parameters

    • value: number

    Returns void

  • get restitution(): number
  • Restitution coefficient of the cloth.

    Returns number

  • set restitution(value): void
  • Parameters

    • value: number

    Returns void

  • get solverFrequency(): number
  • How many solver steps per second the solver aims for.

    Returns number

  • set solverFrequency(value): void
  • Parameters

    • value: number

    Returns void

  • get tetherConstraintScale(): number
  • Scale of tether constraints. Larger values allow more stretch.

    Returns number

  • set tetherConstraintScale(value): void
  • Parameters

    • value: number

    Returns void

Methods

  • Marks the object as dirty.

    Parameters

    Returns void

  • Allows modifying this object multiple times in a row in a scope, without marking the object dirty immediately. Dirty flags are accumulated and the object is marked dirty at the end.

    Parameters

    • action: (() => void)

      The scope where the object is modified.

        • (): void
        • Returns void

    Returns void

Events

onDirty: Event<[dirtyFlags: EnumValue<ManagedSettingsDirtyFlag, number>], void>

Event that is triggered when a member changes.