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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class PhysicalMaterial extends Object native(Physics) collapsecategories hidecategories(Object); // Used internally by physics engine. var transient int MaterialIndex; // Surface properties var() float Friction; var() float Restitution; var() bool bForceConeFriction; // Anisotropic friction support /** Enable support for different friction in different directions. */ var(Advanced) bool bEnableAnisotropicFriction; /** Direction (in physics object local space) for FrictionV to be applied. */ var(Advanced) vector AnisoFrictionDir; /** Friction to be applied in AnisoFrictionDir - Friction will be used for the other direction. */ var(Advanced) float FrictionV; // Object properties var() float Density; var() float AngularDamping; var() float LinearDamping; var() float MagneticResponse; var() float WindResponse; // This impact/slide system is temporary. We need a system that looks at both PhysicalMaterials, but that is something for the future. // Impact effects var(Impact) float ImpactThreshold; var(Impact) float ImpactReFireDelay; var(Impact) ParticleSystem ImpactEffect; var(Impact) SoundCue ImpactSound; // Slide effects var(Slide) float SlideThreshold; var(Slide) float SlideReFireDelay; var(Slide) ParticleSystem SlideEffect; var(Slide) SoundCue SlideSound; /** * The PhysicalMaterial objects now have a parent reference / pointer. This allows * you to make single inheritance hierarchies of PhysicalMaterials. Specifically * this allows one to set default data and then have subclasses over ride that data. * (e.g. For all materials in the game we are going to say the default Impact Sound * is SoundA. Now for a Tin Shed we can make a Metal Physical Material and set its * parent pointer to the Default Material. And then for our Metal PhysicalMaterial * we say: Play SoundB for Pistols and Rifles. Leaving everything else blank, our * code can now traverse up the tree to the Default PhysicalMaterial and read the * values out of that. * * This allows for very specific and interesting behavior that is for the most part * completely in the hands of your content creators. * * A programmer is needed only to create the orig set of parameters and then it is * all data driven parameterization! * **/ var(Parent) PhysicalMaterial Parent; var(PhysicalProperties) export editinline PhysicalMaterialPropertyBase PhysicalMaterialProperty; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** finds a physical material property of the desired class, querying the parent if this material doesn't have it * @param DesiredClass the class of physical material property to search for * @return a PhysicalMaterialPropertyBase matching the desired class, or none if there isn't one */ function PhysicalMaterialPropertyBase GetPhysicalMaterialProperty(class<PhysicalMaterialPropertyBase> DesiredClass) { if (PhysicalMaterialProperty != None && ClassIsChildOf(PhysicalMaterialProperty.Class, DesiredClass)) { return PhysicalMaterialProperty; } else if (Parent != None) { return Parent.GetPhysicalMaterialProperty(DesiredClass); } else { return None; } } defaultproperties { Friction=0.700000 Restitution=0.300000 Density=1.000000 LinearDamping=0.010000 Name="Default__PhysicalMaterial" ObjectArchetype=Object'Core.Default__Object' } |
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