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Engine.PhysicalMaterial

Extends
Object
Modifiers
native ( Physics ) collapsecategories hidecategories ( Object )

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.PhysicalMaterial

Constants Summary
Inherited Contants from Core.Object
DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg

Variables Summary
intMaterialIndex
Advanced
vectorAnisoFrictionDir
boolbEnableAnisotropicFriction
floatFrictionV
Impact
ParticleSystemImpactEffect
floatImpactReFireDelay
SoundCueImpactSound
floatImpactThreshold
Parent
PhysicalMaterialParent
PhysicalMaterial
floatAngularDamping
boolbForceConeFriction
floatDensity
floatFriction
floatLinearDamping
floatMagneticResponse
floatRestitution
floatWindResponse
PhysicalProperties
PhysicalMaterialPropertyBasePhysicalMaterialProperty
Slide
ParticleSystemSlideEffect
floatSlideReFireDelay
SoundCueSlideSound
floatSlideThreshold
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
Inherited Enumerations from Core.Object
EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
Inherited Structures from Core.Object
Box, BoxSphereBounds, Color, Cylinder, double, DynamicMap_Mirror, Guid, IndirectArray_Mirror, InterpCurveFloat, InterpCurvePointFloat, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, Rotator, TextureMipBulkData_Mirror, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4

Functions Summary
functionPhysicalMaterialPropertyBase GetPhysicalMaterialProperty (class<PhysicalMaterialPropertyBase> DesiredClass))
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClassIsChildOf, ClearConfig, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, Exp, FClamp, FCubicInterp, FindDeltaAngle, FindObject, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetDotDistance, GetEnum, GetFuncName, GetHeadingAngle, GetNetFuncName, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetSpecialValue, GetStateName, GetUnAxes, GotoState, InStr, IsA, IsChildState, IsInState, IsNetScript, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, OrthoRotation, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointInBox, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RandRange, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, SaveConfig, SClampRotAxis, ScriptTrace, SetSpecialValue, SetUTracing, Sin, Split, Sqrt, Square, StaticClearConfig, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~=


Variables Detail

MaterialIndex Source code

var transient int MaterialIndex;

Advanced

AnisoFrictionDir Source code

var(Advanced) vector AnisoFrictionDir;
Direction (in physics object local space) for FrictionV to be applied.

bEnableAnisotropicFriction Source code

var(Advanced) bool bEnableAnisotropicFriction;
Enable support for different friction in different directions.

FrictionV Source code

var(Advanced) float FrictionV;
Friction to be applied in AnisoFrictionDir - Friction will be used for the other direction.

Impact

ImpactEffect Source code

var(Impact) ParticleSystem ImpactEffect;

ImpactReFireDelay Source code

var(Impact) float ImpactReFireDelay;

ImpactSound Source code

var(Impact) SoundCue ImpactSound;

ImpactThreshold Source code

var(Impact) float ImpactThreshold;

Parent

Parent Source code

var(Parent) PhysicalMaterial Parent;
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!

PhysicalMaterial

AngularDamping Source code

var(PhysicalMaterial) float AngularDamping;

bForceConeFriction Source code

var(PhysicalMaterial) bool bForceConeFriction;

Density Source code

var(PhysicalMaterial) float Density;

Friction Source code

var(PhysicalMaterial) float Friction;

LinearDamping Source code

var(PhysicalMaterial) float LinearDamping;

MagneticResponse Source code

var(PhysicalMaterial) float MagneticResponse;

Restitution Source code

var(PhysicalMaterial) float Restitution;

WindResponse Source code

var(PhysicalMaterial) float WindResponse;

PhysicalProperties

PhysicalMaterialProperty Source code

var(PhysicalProperties) export editinline PhysicalMaterialPropertyBase PhysicalMaterialProperty;

Slide

SlideEffect Source code

var(Slide) ParticleSystem SlideEffect;

SlideReFireDelay Source code

var(Slide) float SlideReFireDelay;

SlideSound Source code

var(Slide) SoundCue SlideSound;

SlideThreshold Source code

var(Slide) float SlideThreshold;


Functions Detail

GetPhysicalMaterialProperty Source code

function PhysicalMaterialPropertyBase GetPhysicalMaterialProperty ( class<PhysicalMaterialPropertyBase> DesiredClass) )
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


Defaultproperties

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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Creation time: sk 18-3-2018 10:00:41.323 - Created with UnCodeX