=====iPhysicsCloth===== ====Fields==== iPhysicsCloth has no public fields. ====Functions==== ^ Return Type ^ Function Name ^ Parameters ^ Description ^ | const [[tString]]& | GetName | | | | int | GetUniqueID | | | | void | SetActive | bool abX | | | bool | GetActive | | | | void | RemoveAttachedBody | [[iPhysicsBody]]@ apBody, \\ bool abRemoveContainerFromBody | | | void | SetGravityForce | const [[cVector3f]] &in avX | | | const [[cVector3f]]& | GetGravityForce | | | | void | SetDamping | float afX | | | float | GetDamping | | | | void | SetParticleRadius | float afX | | | float | GetParticleRadius | | | | void | SetSlideAmount | float afX | | | float | GetSlideAmount | | | | void | SetCollide | bool abX | | | bool | GetCollide | | | | void | SetSleeping | bool abX | | | int | GetParticleNum | | | | [[cVerletParticle]]@ | GetParticle | int alIdx | | | int | GetUpdateCount | const | | | void | IncUpdateCount | | | | void | UpdateLengthConstraint | [[cVerletParticle]]@ apP1, \\ [[cVerletParticle]]@ apP2, \\ float afLength | | | void | UpdateLengthConstraint | [[cVerletParticle]]@ apP1, \\ [[cVerletParticle]]@ apP2, \\ float afLength, \\ float afStiffness | | | void | UpdateLengthConstraint | [[cVerletParticle]]@ apP1, \\ [[cVerletParticle]]@ apP2, \\ float afMinLength, \\ float afMaxLength, \\ float afStiffness | | | void | UpdateLengthConstraintStretch | [[cVerletParticle]]@ apP1, \\ [[cVerletParticle]]@ apP2, \\ float afLength, \\ float afStiffness | | | void | UpdateParticleCollisionConstraint | [[cVerletParticle]]@ apPart, \\ const [[cVector3f]]& avPrevPos, \\ float afRadius | | | void | ApplyForceToParticles | const [[cVector3f]]& avForce, \\ [[cVerletParticle]]@ apBaseParticle, \\ const [[cVector3f]]& 0 | | | void | AttachToLine | [[cVector3f]] avStart, \\ [[cVector3f]] avEnd, \\ int alRow, \\ int alColumnStride, \\ bool false | | | [[cVector2f]] | GetClothSize | | | | [[cVector3f]] | GetWindForce | | | | void | SetWindForce | const [[cVector3f]] avWindForce | | ====Remarks==== Have some helpful descriptions to add to this class? Edit this page and add your insight to the Wiki!