FractureComponent¶
FractureComponent ¶
fracturable
property
writable
¶
fracturable: bool
Whether this object can fracture at all, either from impacts or via fracture()/fracture_at_world_point()
generation
property
¶
generation: int
How many times this object (or its source ancestor) has already fractured
impulse_threshold
property
writable
¶
impulse_threshold: float
Minimum collision impulse required to trigger an automatic fracture
max_fracture_generations
property
writable
¶
max_fracture_generations: int
Maximum number of times a shard produced by this object (or its descendants) may itself fracture again. See the generation property.
min_fragment_area
property
writable
¶
min_fragment_area: float
Fragments smaller than this area (in world units squared) are discarded rather than spawned as shards
rest_density
property
writable
¶
rest_density: float
Density used to compute mass for newly-created shards, based on their fragment area
add_component ¶
add_component(component_class: Any) -> typing.Any
Attach a new component of the given type to this component's owning Object.
Example
render = self.add_component(RenderComponent)
add_object ¶
add_object(obj: Object, parent: Object = None) -> Object
Add a newly created Object to the scene, optionally parented to another Object
fracture ¶
fracture() -> None
Immediately fracture this object into shards at its own center.
Example
self.get_component(FractureComponent).fracture()
fracture_at_local_point ¶
fracture_at_local_point(local_point: Vector3) -> None
Immediately fracture this object into shards, using localPoint (in this object's local/model space) as the impact point that seeds the fracture pattern.
Example
fc.fracture_at_local_point(Vector3(0.5, 0, 0))
fracture_at_world_point ¶
fracture_at_world_point(world_point: Vector3) -> None
Immediately fracture this object into shards, using worldPoint (world-space) as the impact point that seeds the fracture pattern.
Example
fc.fracture_at_world_point(hit.point)
get_component ¶
get_component(component_class: Any) -> typing.Any
Look up a component on this Object
has_component ¶
has_component(component_class: Any) -> bool
Check whether this component's owning Object has a component of the given type
remove_component ¶
remove_component(component_class: Any) -> None
Remove a component of the given type from this component's owning Object
set_fracturable ¶
set_fracturable(fracturable: bool) -> None
Set fracturable. See the fracturable property.
set_impulse_threshold ¶
set_impulse_threshold(impulse_threshold: SupportsFloat | SupportsIndex) -> None
Set impulse_threshold. See the impulse_threshold property.
set_max_fracture_generations ¶
set_max_fracture_generations(max_fracture_generations: SupportsInt | SupportsIndex) -> None
Set max_fracture_generations. See the max_fracture_generations property.
set_min_fragment_area ¶
set_min_fragment_area(min_fragment_area: SupportsFloat | SupportsIndex) -> None
Set min_fragment_area. See the min_fragment_area property.
set_rest_density ¶
set_rest_density(rest_density: SupportsFloat | SupportsIndex) -> None
Set rest_density. See the rest_density property.
set_shard_count ¶
set_shard_count(shard_count: SupportsInt | SupportsIndex) -> None
Set shard_count. See the shard_count property.