RSX Code Reference
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    • rsx
    • ClothSettings

    Class ClothSettings

    Settings used for customizing the behaviour of cloth simulation.

    Index
    • Parameters

      • OptionalisInternalConstructor: boolean

      Returns ClothSettings

    • 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: Immutable<Vector3>): 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: Immutable<Vector3>): void

      Parameters

      Returns void

    • get dragCoefficient(): number

      Drag coefficient of the cloth.

      Returns number

    • set dragCoefficient(value: number): void

      Parameters

      • value: number

      Returns void

    • get fluidDensity(): number

      Determines how much the cloth is affected by drag.

      Returns number

    • set fluidDensity(value: number): void

      Parameters

      • value: number

      Returns void

    • get friction(): number

      Friction coefficient of the cloth.

      Returns number

    • set friction(value: number): void

      Parameters

      • value: number

      Returns void

    • get isContinousCollisionDetectionEnabled(): boolean

      Returns boolean

    • set isContinousCollisionDetectionEnabled(value: boolean): void

      Parameters

      • value: boolean

      Returns void

    • get isUsingTetherConstraints(): boolean

      Returns boolean

    • set isUsingTetherConstraints(value: boolean): 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: Immutable<Vector3>): 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: number): void

      Parameters

      • value: number

      Returns void

    • get restitution(): number

      Restitution coefficient of the cloth.

      Returns number

    • set restitution(value: number): void

      Parameters

      • value: number

      Returns void

    • get solverFrequency(): number

      How many solver steps per second the solver aims for.

      Returns number

    • set solverFrequency(value: number): void

      Parameters

      • value: number

      Returns void

    • get tetherConstraintScale(): number

      Scale of tether constraints. Larger values allow more stretch.

      Returns number

    • set tetherConstraintScale(value: number): void

      Parameters

      • value: number

      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.

      Returns void

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

    Event that is triggered when a member changes.