Physics · interface

SkinnedClothSetup

Everything a skinned cloth is made from.

Explained in Your first game, Rigid bodies.

interface SkinnedClothSetup
import type { SkinnedClothSetup } from '@driftengine/physics';

Properties

NameTypeDescription
positionsreadonlyFloat32ArrayRest positions, three floats a particle, in the space the skinning starts from.
inverseMassreadonlyFloat32ArrayOne a particle: zero is kinematic, following its skinned position exactly.
distancereadonlyDistanceConstraints
bendingreadonlyoptionalBendingConstraints
tethersreadonlyoptionalTetherConstraints
parametersreadonlySkinnedClothParameters
normalsreadonlyoptionalFloat32ArrayRest normals, three floats a particle: what a backstop and a frontstop are measured along.
jointsreadonlyoptionalFloat32ArrayUp to eight joint influences a particle, as MeshData carries them. Absent: not skinned.
weightsreadonlyoptionalFloat32Array
joints2readonlyoptionalFloat32Array
weights2readonlyoptionalFloat32Array
inverseBindreadonlyoptionalFloat32ArraySixteen floats a joint: each joint's inverse bind matrix, column-major.
limitsreadonlyoptionalClothLimits
collidersreadonlyoptionalreadonly ClothCollider[]