Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 |
// Utility object for moving actors around. // Note - it really doesn't care which actor its a component of - you can use it to pick its owner up or anything else. // Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. class RB_Handle extends ActorComponent collapsecategories hidecategories(Object) native(Physics); // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) var PrimitiveComponent GrabbedComponent; var name GrabbedBoneName; /** Physics scene index. */ var transient native const int SceneIndex; /** Whether we are in the hardware or software scene. */ var transient native const bool bInHardware; var transient native const pointer HandleData{class NxJoint}; var transient native const pointer KinActorData{class NxActor}; var transient native const bool bRotationConstrained; // How strong handle is. var() FLOAT LinearDamping; var() FLOAT LinearStiffness; var() FLOAT AngularDamping; var() FLOAT AngularStiffness; // for smooth linear interpolation of RB_Handle location var vector Destination; var vector StepSize; // step size in units/sec var vector Location; // current location var bool bInterpolating; native function GrabComponent(PrimitiveComponent Component, Name InBoneName, vector GrabLocation, bool bConstrainRotation); native function ReleaseComponent(); native function SetLocation(vector NewLocation); native function SetSmoothLocation(vector NewLocation, float MoveTime); /** Adjust interpolation goal location while respecting current interpolation timing. Useful for interpolating to a moving target. */ native function UpdateSmoothLocation(const out vector NewLocation); native function SetOrientation(quat NewOrientation); native function Quat GetOrientation(); defaultproperties { LinearDamping=100.000000 LinearStiffness=1300.000000 AngularDamping=200.000000 AngularStiffness=1000.000000 TickGroup=TG_PreAsyncWork Name="Default__RB_Handle" ObjectArchetype=ActorComponent'Engine.Default__ActorComponent' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |