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KF2-Dev-Scripts/Engine/Classes/RB_ConstraintActor.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// The Basic constraint actor class.
// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
//=============================================================================
class RB_ConstraintActor extends RigidBodyBase
abstract
placeable
native(Physics);
cpptext
{
virtual void physRigidBody(FLOAT DeltaTime) {};
virtual void PostEditMove(UBOOL bFinished);
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
/** Used for checking that this constraint is valid buring map build
*/
#if WITH_EDITOR
virtual void CheckForErrors();
#endif
virtual void InitRBPhys();
virtual void TermRBPhys(FRBPhysScene* Scene);
void UpdateConstraintFramesFromActor();
}
// Actors joined effected by this constraint (could be NULL for 'World')
var() Actor ConstraintActor1;
var() Actor ConstraintActor2;
var() editinline export noclear RB_ConstraintSetup ConstraintSetup;
var() editinline export noclear RB_ConstraintInstance ConstraintInstance;
// Disable collision between actors joined by this constraint.
var() const bool bDisableCollision;
var() bool bUpdateActor1RefFrame;
var() bool bUpdateActor2RefFrame;
// Used if joint is a pulley to define pivot locations using actors in the level.
var(Pulley) Actor PulleyPivotActor1;
var(Pulley) Actor PulleyPivotActor2;
native final function SetDisableCollision(bool NewDisableCollision);
native final function InitConstraint(Actor Actor1, Actor Actor2, optional name Actor1Bone, optional name Actor2Bone, optional float BreakThreshold);
native final function TermConstraint();
/**
* When destroyed using Kismet, break the constraint.
*/
simulated function OnDestroy(SeqAct_Destroy Action)
{
TermConstraint();
}
/**
* When destroyed using Kismet, break the constraint.
*/
simulated function OnToggle(SeqAct_Toggle Action)
{
// Turn ON
if (action.InputLinks[0].bHasImpulse)
{
if( Physics != PHYS_RigidBody )
{
SetPhysics(PHYS_RigidBody);
InitConstraint(ConstraintActor1, ConstraintActor2, ConstraintSetup.ConstraintBone1, ConstraintSetup.ConstraintBone2);
}
}
// Turn OFF
else if (action.InputLinks[1].bHasImpulse)
{
if( Physics != PHYS_None )
{
SetPhysics(PHYS_None);
TermConstraint();
}
}
// Toggle
else if (action.InputLinks[2].bHasImpulse)
{
if( Physics != PHYS_None )
{
SetPhysics(PHYS_None);
TermConstraint();
}
else
{
SetPhysics(PHYS_RigidBody);
InitConstraint(ConstraintActor1, ConstraintActor2, ConstraintSetup.ConstraintBone1, ConstraintSetup.ConstraintBone2);
}
}
}
/** Handle 'Toggle Constraint Drive' kismet action */
simulated function OnToggleConstraintDrive(SeqAct_ToggleConstraintDrive Action)
{
// Turn specific drive(s) on
if(Action.InputLinks[0].bHasImpulse)
{
if(Action.bEnableLinearPositionDrive)
{
ConstraintInstance.SetLinearPositionDrive(TRUE, TRUE, TRUE);
}
if(Action.bEnableLinearvelocityDrive)
{
ConstraintInstance.SetLinearVelocityDrive(TRUE, TRUE, TRUE);
}
if(Action.bEnableAngularPositionDrive)
{
ConstraintInstance.SetAngularPositionDrive(TRUE, TRUE);
}
if(Action.bEnableAngularVelocityDrive)
{
ConstraintInstance.SetAngularVelocityDrive(TRUE, TRUE);
}
}
// Turn all drive off
else if(Action.InputLinks[1].bHasImpulse)
{
ConstraintInstance.SetLinearPositionDrive(FALSE, FALSE, FALSE);
ConstraintInstance.SetLinearVelocityDrive(FALSE, FALSE, FALSE);
ConstraintInstance.SetAngularPositionDrive(FALSE, FALSE);
ConstraintInstance.SetAngularVelocityDrive(FALSE, FALSE);
}
}
defaultproperties
{
TickGroup=TG_PostAsyncWork
Begin Object Class=SpriteComponent Name=Sprite
Sprite=Texture2D'EditorResources.S_Actor'
HiddenGame=True
AlwaysLoadOnClient=False
AlwaysLoadOnServer=False
SpriteCategoryName="Physics"
End Object
Components.Add(Sprite)
Begin Object Class=RB_ConstraintInstance Name=MyConstraintInstance
End Object
ConstraintInstance=MyConstraintInstance
Begin Object Class=RB_ConstraintDrawComponent Name=MyConDrawComponent
End Object
Components.Add(MyConDrawComponent)
bDisableCollision=false
SupportedEvents.Add(class'SeqEvent_ConstraintBroken')
bUpdateActor1RefFrame=true
bUpdateActor2RefFrame=true
bCollideActors=false
bHidden=True
DrawScale=0.5
bEdShouldSnap=true
Physics=PHYS_RigidBody
bStatic=false
bNoDelete=true
}