Maven module :un.storage : model3d-mmd :
Class : un.storage.model3d.mmd.pmx.PMXRigidBody
Extends/Implements : -
Subclasses : -

Rigid body for physics.
PMX bodies are attached to bones.
author  Johann Sorel


Variables : name, englishName, boneIndex, collisionGroup, noCollisionGroup, shapeType, shapeSize, shapePosition, shapeRotation, mass, linearAttenuation, angularAttenuation, restitution, friction, mode
Functions : setToDefault, read, write


public Chars name

public Chars englishName

public int boneIndex


group id, bodies in the same group do not collide.
At most 32 groups.(to fit in no collision group range)
public int collisionGroup


no collision group mask. bit 1 for first group ...
public int noCollisionGroup


geometry type, one of SHAPE_X
public int shapeType


Geometry parmeters.
if SPHERE :
x = radius
if BOX :
x = width
y = height
z = depth
if CAPSULE :
x = radius
y = height
public float[] shapeSize

public float[] shapePosition


Rotation is euler angle, radians
public float[] shapeRotation


Body mass */
public float mass

public float linearAttenuation

public float angularAttenuation

public float restitution

public float friction


How body must interact in the physic engine.
0 = kinematic (moves with bones, no physic applied)
1 = simulated (not moved by bones, physics apply)
2 = aligned (both)
public int mode


public void setToDefault ()

public void read (PMXInputStream ds)

public void write (PMXOutputStream ds)