This document is about: QUANTUM 2
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Body

Overview

The BodySystem provides a mechanism for creating a hierarchy of body parts. The existing system can be extended via the BodySystem.User.cs file.

Body Parts

The BodyPart component can be added to any limb of a model thus enabling the design and creation an entity with a more complex dynamic collision model. The information held in the BodyPart component comprises:

  • the collision shape (box or sphere);
  • the damage multiplier to apply if this part of the body is hit; and,
  • the body part type, these types are defined in the DSL via the EBodyPartType enum.
body part setup
Body Part Setup.

All this data is baked into the entity prototype's Body component and processed by the BodySystem upon spawning the entity.

There a few important points to take into consideration when using this system:

  • the configuration is static and non-animated.
  • every limb with a BodyPart component is a separate entity.
  • each limb's Position, Rotation, Extents can be retrieved.
  • the custom settings and parameters can be added to the BodyPart.
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