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

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2020-12-13 15:01:13 +00:00
// 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 1998-2013 Epic Games, Inc. All Rights Reserved.
class RB_Handle extends ActorComponent
collapsecategories
hidecategories(Object)
native(Physics);
cpptext
{
protected:
// UActorComponent interface.
virtual void Attach();
virtual void Detach( UBOOL bWillReattach = FALSE );
virtual void Tick(FLOAT DeltaTime);
public:
virtual void TermComponentRBPhys(FRBPhysScene* InScene);
// URB_Handle interface
}
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;
/** Use the following for PhysX-2.8.x */
/*
var transient native const pointer HandleData{class NxJoint};
var transient native const pointer KinActorData{class NxActor};
*/
/** Use the following for PhysX-3.x */
var transient native const pointer HandleData{class PxJoint};
var transient native const pointer KinActorData{class PxActor};
var transient native const bool bRotationConstrained;
// How strong handle is.
var() FLOAT LinearDamping;
var() FLOAT LinearStiffness;
/** Scales the handle spring stiffness along each axis (in local space of handle) */
var() vector LinearStiffnessScale3D;
/** Scales the handle spring damping along each axis (in local space of handle) */
var() vector LinearDampingScale3D;
var() FLOAT AngularDamping;
var() FLOAT AngularStiffness;
var() FLOAT AngularForceLimit;
// 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(const out quat NewOrientation);
native function Quat GetOrientation();
defaultproperties
{
// Various physics related items need to be ticked pre physics update
TickGroup=TG_PreAsyncWork
LinearDamping=100.0
LinearStiffness=1300.0
AngularDamping=200.0
AngularStiffness=1000.0
LinearStiffnessScale3D=(X=1.0,Y=1.0,Z=1.0)
LinearDampingScale3D=(X=1.0,Y=1.0,Z=1.0)
}