Variable Index
$#! · 0-9 · A · B · C · D · E · F · G · H · I · J · K · L · M · N · O · P · Q · R · S · T · U · V · W · X · Y · Z
$#!
 <vec3>position, WorldTracedObject
A
 angularVelocity, EventBodyData
B
 BEGIN_RESERVED, PhysicsCollisionLayersEnum
 BEGIN_USER, PhysicsCollisionLayersEnum
 BLACK, NKColors
 blockCoords, WorldTracedObject
 BLUE, NKColors
 body, TracedObject
 bodyA
 bodyB
 BROWN, NKColors
C
 CHARACTER, PhysicsCollisionLayersEnum
 closingVelocity, ContactData
 COLLIDER_PAWN, PhysicsCollisionLayersEnum
 component, WorldTracedObject
 contact, ContactEventData
D
 DEBRIS, PhysicsStandardMaterialsEnum
 DEFAULT
 direction, TracerInput
 DIRT, PhysicsStandardMaterialsEnum
 distance
 distnace, TracedObject
E
 END_RESERVED, PhysicsCollisionLayersEnum
 END_USER, PhysicsCollisionLayersEnum
 enginePosition, WorldTracedObject
 extra
G
 gameObject
 gameObjectIgnoreList, TracerInput
 GLUE, PhysicsStandardMaterialsEnum
 GREEN, NKColors
H
 hasHits, TraceResult
 hitCell, WorldTracedObject
I
 ICE, PhysicsStandardMaterialsEnum
 IGNORE_RAYCAST, PhysicsCollisionLayersEnum
 impulse, ContactData
 INVALID, PhysicsStandardMaterialsEnum
L
 linearVelocity, EventBodyData
M
 matID
 MAX, PhysicsCollisionLayersEnum
 MUD, PhysicsStandardMaterialsEnum
N
 normal
 NUM_STANDARD_MATERIALS, PhysicsStandardMaterialsEnum
 numHits, TraceResult
O
 object, TracedObject
 objects, TraceResult
 ORANGE, NKColors
 orientation, EventBodyData
P
 PLAYER, PhysicsCollisionLayersEnum
 position
R
 RED, NKColors
 RESERVED_6, PhysicsCollisionLayersEnum
 RESERVED_7, PhysicsCollisionLayersEnum
 RESERVED_8, PhysicsCollisionLayersEnum
 RUBBER, PhysicsStandardMaterialsEnum
S
 SAND, PhysicsStandardMaterialsEnum
 STONE, PhysicsStandardMaterialsEnum
T
 TEAL, NKColors
 TERRAIN, PhysicsCollisionLayersEnum
 TRIGGER, PhysicsStandardMaterialsEnum
 TRIGGER_BROAD, PhysicsStandardMaterialsEnum
 TRIGGER_NARROW, PhysicsStandardMaterialsEnum
 TRIGGER_SOLVER, PhysicsStandardMaterialsEnum
 type
U
 USER_10, PhysicsCollisionLayersEnum
 USER_11, PhysicsCollisionLayersEnum
 USER_12, PhysicsCollisionLayersEnum
 USER_13, PhysicsCollisionLayersEnum
 USER_14, PhysicsCollisionLayersEnum
 USER_15, PhysicsCollisionLayersEnum
 USER_16, PhysicsCollisionLayersEnum
 USER_17, PhysicsCollisionLayersEnum
 USER_18, PhysicsCollisionLayersEnum
 USER_19, PhysicsCollisionLayersEnum
 USER_20, PhysicsCollisionLayersEnum
 USER_21, PhysicsCollisionLayersEnum
 USER_22, PhysicsCollisionLayersEnum
 USER_23, PhysicsCollisionLayersEnum
 USER_24, PhysicsCollisionLayersEnum
 USER_25, PhysicsCollisionLayersEnum
 USER_26, PhysicsCollisionLayersEnum
 USER_27, PhysicsCollisionLayersEnum
 USER_28, PhysicsCollisionLayersEnum
 USER_29, PhysicsCollisionLayersEnum
 USER_30, PhysicsCollisionLayersEnum
 USER_31, PhysicsCollisionLayersEnum
 USER_9, PhysicsCollisionLayersEnum
 userData, WorldTracedObject
V
 valid, WorldTracedObject
W
 WELDING, PhysicsStandardMaterialsEnum
 WHITE, NKColors
 WOOD, PhysicsStandardMaterialsEnum
Y
 YELLOW, NKColors
The traced position in world space.
The first ID of the reserved layers
The first ID of the user layers
0 0 0
0 0 255
struct TriggerEventData { TriggerEventData() { } EventBodyData bodyA; EventBodyData bodyB; ContactData contact; GameObject* m_rootObject; GameObject* m_leafObject; GameObject* m_hitRootObject; GameObject* m_hitLeafObject; void Flip() { EventBodyData t = bodyA; bodyA = bodyB; bodyB = t; contact.Flip(); } }
139 69 19
Special layer that holds anything that uses a controller (AI, Other Players)
Special layer that holds the Collider Pawn of a connected Client (Server view)
struct ContactEventData { ContactEventData() { } EventBodyData bodyA; EventBodyData bodyB; ContactData contact; void Flip() { EventBodyData t = bodyA; bodyA = bodyB; bodyB = t; } }
Marks collisions to have lower than average mass and temporarily disables collisions of any new interpenetrated contacts (prevents ‘explosions’ when spawning a lot of debris in roughly the same spot)
Special layer that is the default for all objects with physics.
Friction
A rough surface.
The last ID of the reserved layers
The last ID of the user layers
struct EventBodyData { EventBodyData() { linearVelocity = glm::highp_vec3(0.0f); angularVelocity = glm::highp_vec3(0.0f); position = glm::highp_vec3(0.0f); orientation = glm::quat(); gameObject = nullptr; } glm::highp_vec3 linearVelocity; glm::highp_vec3 angularVelocity; glm::highp_vec3 position; glm::quat orientation; GameObject* gameObject; }
A very sticky surface.
0 128 0
A very slippery surface.
Colliders on this layer will not interact with any raycasts / shapecasts
An invalid material ID
The max number of layers available
A sticky surface that allows sinking.
OOLUA_ENUM(
   NUM_STANDARD_MATERIALS
) ) OOLUA_PROXY_END typedef Havok::CollisionLayers PhysicsCollisionLayersEnum
The number of standard materials available.
255 120 0
Special layer that holds the human player
struct ContactData { ContactData() { closingVelocity = 0.0f; impulse = 0.0f; distance = 0.0f; normal = glm::highp_vec3(0.0f); position = glm::highp_vec3(0.0f); valid = true; } void Flip() { normal *= -1.0f; } float closingVelocity; float impulse; float distance; glm::highp_vec3 normal; glm::highp_vec3 position; bool valid; }
255 0 0
A bouncy surface.
A surface with high stopping power and slight sinking allowance.
A rough surface that reflects 10% of collision force.
107 202 226
Special layer that is assigned to all generated cell colliders
This defaults to TRIGGER_NARROW
Raise trigger events when fired by Broadphase detection.
Raise trigger events when fired by Narrow detection.
Raise trigger events when fired by Solver.
Marks collisions to weld all triangles of a surface.
255 255 255
Slightly higher than average friction.
255 255 0
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