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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class RB_BodyInstance extends Object hidecategories(Object) native(Physics); // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** * PrimitiveComponent containing this body. * Due to the way the BodyInstance pooling works, this MUST BE FIRST PROPERTY OF THE CLASS. */ var const transient PrimitiveComponent OwnerComponent; /** Index of this BodyInstance within the PhysicsAssetInstance/PhysicsAsset. */ var const int BodyIndex; /** Current linear velocity of this BodyInstance. Only updated if this is the root body of the CollisionComponent of an Actor in PHYS_RigidBody */ var vector Velocity; /** * Previous frame Velocity of this BodyInstance. Only updated if this is the root body of the CollisionComponent of an Actor in PHYS_RigidBody * used for collision events since by the time the event is sent, Velocity would have been updated with the post-collision velocity */ var vector PreviousVelocity; /** Physics scene index. */ var native const int SceneIndex; /** Internal use. Physics-engine representation of this body. */ var native const pointer BodyData; /** Internal use. Physics-engine representation of the spring on this body. */ var native const pointer BoneSpring; /** If bUseKinActorForBoneSpring is true, this is the Physics-engine representation of the kinematic actor the spring is attached to. */ var native const pointer BoneSpringKinActor; /** Enable linear 'spring' between the physics body for this bone, and the world-space location of the animation bone. */ var(BoneSpring) bool bEnableBoneSpringLinear; /** Enable angular 'spring' between the physics body for this bone, and the world-space location of the animation bone. */ var(BoneSpring) bool bEnableBoneSpringAngular; /** If true, bone spring will automatically disable if it ever gets longer than the OverextensionThreshold. */ var(BoneSpring) bool bDisableOnOverextension; /** * This will teleport the whole PhysicsAssetInstance if this spring gets too long, to reduce to error to zero. * Note - having this set on more than one body in a PhysicsAssetInstance will have unpredictable results. */ var(BoneSpring) bool bTeleportOnOverextension; /** * When using bone springs, connect them to a kinematic body and animate that, rather than animating the attachment location on the 'world'. * This adds some overhead, but tracks rapidly moving targets better. */ var(BoneSpring) bool bUseKinActorForBoneSpring; /** * When using bone springs, connect them to the physics body of the Base's CollisionComponent. * When using this option, SetBoneSpringTarget must be given a matrix for this bone relative to the other bone, * rather than relative to the world. */ var(BoneSpring) bool bMakeSpringToBaseCollisionComponent; /** Strength of linear spring to animated bone. */ var(BoneSpring) float BoneLinearSpring; /** Damping on linear spring to animated bone. */ var(BoneSpring) float BoneLinearDamping; /** Strength of angular spring to animated bone. */ var(BoneSpring) float BoneAngularSpring; /** Damping on angular spring to animated bone. */ var(BoneSpring) float BoneAngularDamping; /** If bDisableOnOverextension is on, the bone spring will be disabled if it stretches more than this amount. */ var(BoneSpring) float OverextensionThreshold; /** * The force applied to the body to address custom gravity for the actor is multiplied CustomGravityFactor, allowing bodies to individually control how * custom gravity settings affectthem */ var() float CustomGravityFactor; /** * This body should only collide with other bodies with their components marked bConsiderPawnForRBCollision. * Useful for flappy bits you do not want to collide with the world. */ var(Physics) const bool bOnlyCollideWithPawns; /** For per-bodyinstance effects this keeps track of the last time one played. Could be used for items like gib effects. */ var transient float LastEffectPlayedTime; /** Enables physics response for this body (on by default). If FALSE, contacts are still generated and reported. Useful for "sensor" bodies. */ var(Physics) const bool bEnableCollisionResponse; /** Denotes body as a "push" body. Also disables collision response, by definition. */ var(Physics) const bool bPushBody; /** * Allows you to override the PhysicalMaterial to use for this body. * Due to the way the BodyInstance pooling works, this MUST BE LAST PROPERTY OF THE CLASS. */ var(Physics) const PhysicalMaterial PhysMaterialOverride; /** Force this body to be fixed (kinematic) or not. Overrides the BodySetup for this body. */ final native function SetFixed(bool bNewFixed); /** Returns TRUE if this body is fixed */ final native function bool IsFixed(); /** See if this body is valid. */ final native function bool IsValidBodyInstance(); /** Get current transform in world space from physics body. */ final native function matrix GetUnrealWorldTM(); /** Get current velocity in world space from physics body. */ final native function vector GetUnrealWorldVelocity(); /** Get current angular velocity in world space from physics body. */ final native function vector GetUnrealWorldAngularVelocity(); /** * Used to turn the angular/linear bone spring on and off. * InBoneTarget is in world space, unless bMakeSpringToBaseCollisionComponent is TRUE, in which case it is relative to that body. */ final native function EnableBoneSpring(bool bInEnableLinear, bool bInEnableAngular, const out matrix InBoneTarget); /** Used to set the spring stiffness and damping parameters for the bone spring. */ final native function SetBoneSpringParams(float InLinearSpring, float InLinearDamping, float InAngularSpring, float InAngularDamping); /** * Used to set desired target location of this spring. Usually called by UpdateRBBonesFromSpaceBases. * InBoneTarget is in world space, unless bMakeSpringToBaseCollisionComponent is TRUE, in which case it is relative to that body. */ final native function SetBoneSpringTarget(const out matrix InBoneTarget, bool bTeleport); /** Used to disable rigid body collisions for this body. Overrides the bNoCollision flag in the BodySetup for this body. */ final native function SetBlockRigidBody(bool bNewBlockRigidBody); /** Set physical material override for this body */ final native function SetPhysMaterialOverride( PhysicalMaterial NewPhysMaterial ); /** Enable/disable response to contacts. */ final native function EnableCollisionResponse(bool bEnableResponse); defaultproperties { bEnableCollisionResponse=True BoneLinearSpring=10.000000 BoneLinearDamping=0.100000 BoneAngularSpring=1.000000 BoneAngularDamping=0.100000 CustomGravityFactor=1.000000 Name="Default__RB_BodyInstance" ObjectArchetype=Object'Core.Default__Object' } |
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