from tdw.physics_audio.collision_audio_event import CollisionAudioEvent
This class is used only in PyImpact, which has been deprecated. See: Clatter
.
Data for a collision audio event. Includes collision data as well as the "primary" and "secondary" objects and the type of audio event.
Variable | Type | Description | Value |
---|---|---|---|
ROLL_ANGULAR_VELOCITY |
float | If the angular velocity is this or greater, the event is a roll, not a scrape. | 0.5 |
IMPACT_AREA_RATIO |
float | If the area of the collision increases by at least this factor during a stay event, the collision is actually an impact. | 5 |
IMPACT_AREA_NEW_COLLISION |
float | On a stay event, if the previous area is None and the current area is greater than this, the collision is actually an impact. | 1e-5 |
-
collision
The collision data. -
area
The area of the collision contact points. -
collision_type
The collision audio event type. -
primary_id
The ID of the primary object. -
secondary_id
The ID of the secondary object. If this is an environment collision, the value of this field isNone
. -
magnitude
A value to mark the overall "significance" of the collision event. -
velocity
The velocity vector.
CollisionAudioEvent(collision, object_0_static, object_0_dynamic, previous_areas)
CollisionAudioEvent(collision, object_0_static, object_0_dynamic, previous_areas, object_1_static=None, object_1_dynamic=None)
Parameter | Type | Default | Description |
---|---|---|---|
collision | CollisionBase | The collision data. | |
object_0_static | ObjectAudioStatic | Static data for the first object. | |
object_0_dynamic | Rigidbody | Dynamic data for the first object. | |
previous_areas | Dict[int, float] | Areas of collisions from the previous frame. | |
object_1_static | ObjectAudioStatic | None | Static data for the second object. If this is an environment collision, the value of this parameter should be None . |
object_1_dynamic | Rigidbody | None | Dynamic data for the second object. If this is an environment collision, the value of this parameter should be None . |