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//============================================================================= // Complete constraint definition used by rigid body physics. // // Defaults here will give you a ball and socket joint. // Positions are in Physics scale. // When adding stuff here, make sure to update URB_ConstraintSetup::CopyConstraintParamsFrom // Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. //============================================================================= class RB_ConstraintSetup extends Object hidecategories(Object) native(Physics); /** Name of bone that this joint is associated with. */ var() const name JointName; ///////////////////////////// CONSTRAINT GEOMETRY /** * Name of first bone (body) that this constraint is connecting. * This will be the 'child' bone in a PhysicsAsset. */ var() name ConstraintBone1; /** * Name of second bone (body) that this constraint is connecting. * This will be the 'parent' bone in a PhysicsAset. */ var() name ConstraintBone2; ///////////////////////////// Body1 ref frame /** Location of constraint in Body1 reference frame. Physics scale. */ var vector Pos1; /** Primary (twist) axis in Body1 reference frame. */ var vector PriAxis1; /** Seconday axis in Body1 reference frame. Orthogonal to PriAxis1. */ var vector SecAxis1; ///////////////////////////// Body2 ref frame /** Location of constraint in Body2 reference frame. Physics scale. */ var vector Pos2; /** Primary (twist) axis in Body2 reference frame. */ var vector PriAxis2; /** Seconday axis in Body2 reference frame. Orthogonal to PriAxis2. */ var vector SecAxis2; // Pulley info var vector PulleyPivot1; var vector PulleyPivot2; ///////////////////////////// LINEAR DOF /** * Struct specying one Linear Degree Of Freedom for this constraint. * Defaults to a ball-and-socket joint. */ struct native LinearDOFSetup { /** Whether this DOF has any limit on it. */ var() byte bLimited; /** * 'Half-length' of limit gap. Can shift it by fiddling Pos1/2. * A size of 0.0 results in 'locking' the linear DOF. */ var() float LimitSize; structdefaultproperties { bLimited=1 LimitSize=0.0 } }; // LINEAR DOF var(Linear) LinearDOFSetup LinearXSetup; var(Linear) LinearDOFSetup LinearYSetup; var(Linear) LinearDOFSetup LinearZSetup; var(Linear) bool bLinearLimitSoft; var(Linear) float LinearLimitStiffness; var(Linear) float LinearLimitDamping; var(Linear) bool bLinearBreakable; var(Linear) float LinearBreakThreshold; // ANGULAR DOF var(Angular) bool bSwingLimited; var(Angular) bool bTwistLimited; var(Angular) bool bSwingLimitSoft; var(Angular) bool bTwistLimitSoft; var(Angular) float Swing1LimitAngle; // Used if bSwing1Limited is true. In degrees. var(Angular) float Swing2LimitAngle; // Used if bSwing2Limited is true. In degrees. var(Angular) float TwistLimitAngle; // Used if bTwistLimited is true. In degrees. var(Angular) float SwingLimitStiffness; var(Angular) float SwingLimitDamping; var(Angular) float TwistLimitStiffness; var(Angular) float TwistLimitDamping; var(Angular) bool bAngularBreakable; var(Angular) float AngularBreakThreshold; // PULLEY var(Pulley) bool bIsPulley; var(Pulley) bool bMaintainMinDistance; var(Pulley) float PulleyRatio; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) defaultproperties { PriAxis1=(X=1.000000,Y=0.000000,Z=0.000000) SecAxis1=(X=0.000000,Y=1.000000,Z=0.000000) PriAxis2=(X=1.000000,Y=0.000000,Z=0.000000) SecAxis2=(X=0.000000,Y=1.000000,Z=0.000000) LinearXSetup=(bLimited=1) LinearYSetup=(bLimited=1) LinearZSetup=(bLimited=1) LinearBreakThreshold=300.000000 AngularBreakThreshold=500.000000 PulleyRatio=1.000000 Name="Default__RB_ConstraintSetup" ObjectArchetype=Object'Core.Default__Object' } |
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