161 lines
4.6 KiB
Ucode
161 lines
4.6 KiB
Ucode
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//=============================================================================
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// Complete constraint definition used by rigid body physics.
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//
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// Defaults here will give you a ball and socket joint.
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// Positions are in Physics scale.
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// When adding stuff here, make sure to update URB_ConstraintSetup::CopyConstraintParamsFrom
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// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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//=============================================================================
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class RB_ConstraintSetup extends Object
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hidecategories(Object)
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native(Physics);
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/** Name of bone that this joint is associated with. */
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var() const name JointName;
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///////////////////////////// CONSTRAINT GEOMETRY
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/**
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* Name of first bone (body) that this constraint is connecting.
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* This will be the 'child' bone in a PhysicsAsset.
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*/
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var() name ConstraintBone1;
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/**
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* Name of second bone (body) that this constraint is connecting.
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* This will be the 'parent' bone in a PhysicsAset.
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*/
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var() name ConstraintBone2;
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///////////////////////////// Body1 ref frame
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/** Location of constraint in Body1 reference frame. Physics scale. */
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var vector Pos1;
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/** Primary (twist) axis in Body1 reference frame. */
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var vector PriAxis1;
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/** Seconday axis in Body1 reference frame. Orthogonal to PriAxis1. */
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var vector SecAxis1;
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///////////////////////////// Body2 ref frame
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/** Location of constraint in Body2 reference frame. Physics scale. */
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var vector Pos2;
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/** Primary (twist) axis in Body2 reference frame. */
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var vector PriAxis2;
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/** Seconday axis in Body2 reference frame. Orthogonal to PriAxis2. */
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var vector SecAxis2;
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// Pulley info
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var vector PulleyPivot1;
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var vector PulleyPivot2;
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/**
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* If distance error between bodies exceeds 0.1 units, or rotation error exceeds 10 degrees, body will be projected to fix this.
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* For example a chain spinning too fast will have its elements appear detached due to velocity, this will project all bodies so they still appear attached to each other.
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*/
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var() bool bEnableProjection;
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///////////////////////////// LINEAR DOF
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/**
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* Struct specying one Linear Degree Of Freedom for this constraint.
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* Defaults to a ball-and-socket joint.
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*/
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struct native LinearDOFSetup
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{
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/** Whether this DOF has any limit on it. */
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var() byte bLimited;
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/**
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* 'Half-length' of limit gap. Can shift it by fiddling Pos1/2.
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* A size of 0.0 results in 'locking' the linear DOF.
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*/
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var() float LimitSize;
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structdefaultproperties
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{
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bLimited=1
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LimitSize=0.0
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}
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};
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// LINEAR DOF
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var(Linear) LinearDOFSetup LinearXSetup;
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var(Linear) LinearDOFSetup LinearYSetup;
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var(Linear) LinearDOFSetup LinearZSetup;
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var(Linear) bool bLinearLimitSoft;
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var(Linear) float LinearLimitStiffness;
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var(Linear) float LinearLimitDamping;
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var(Linear) bool bLinearBreakable;
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var(Linear) float LinearBreakThreshold;
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// ANGULAR DOF
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var(Angular) bool bSwingLimited;
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var(Angular) bool bTwistLimited;
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var(Angular) bool bSwingLimitSoft;
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var(Angular) bool bTwistLimitSoft;
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var(Angular) float Swing1LimitAngle; // Used if bSwing1Limited is true. In degrees.
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var(Angular) float Swing2LimitAngle; // Used if bSwing2Limited is true. In degrees.
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var(Angular) float TwistLimitAngle; // Used if bTwistLimited is true. In degrees.
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var(Angular) float SwingLimitStiffness;
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var(Angular) float SwingLimitDamping;
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var(Angular) float TwistLimitStiffness;
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var(Angular) float TwistLimitDamping;
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var(Angular) bool bAngularBreakable;
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var(Angular) float AngularBreakThreshold;
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// PULLEY
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var(Pulley) bool bIsPulley;
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var(Pulley) bool bMaintainMinDistance;
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var(Pulley) float PulleyRatio;
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cpptext
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{
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// UObject interface
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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// Get/SetRefFrameMatrix only used in PhAT
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FMatrix GetRefFrameMatrix(INT BodyIndex);
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void SetRefFrameMatrix(INT BodyIndex, const FMatrix& RefFrame);
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void CopyConstraintGeometryFrom(class URB_ConstraintSetup* fromSetup);
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void CopyConstraintParamsFrom(class URB_ConstraintSetup* fromSetup);
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void DrawConstraint(class FPrimitiveDrawInterface* PDI,
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FLOAT Scale, FLOAT LimitDrawScale, UBOOL bDrawLimits, UBOOL bDrawSelected, UMaterialInterface* LimitMaterial,
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const FMatrix& Con1Frame, const FMatrix& Con2Frame, UBOOL bDrawAsPoint);
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}
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defaultproperties
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{
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Pos1=(X=0,Y=0,Z=0)
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PriAxis1=(X=1,Y=0,Z=0)
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SecAxis1=(X=0,Y=1,Z=0)
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Pos2=(X=0,Y=0,Z=0)
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PriAxis2=(X=1,Y=0,Z=0)
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SecAxis2=(X=0,Y=1,Z=0)
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LinearBreakThreshold=300.0
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AngularBreakThreshold=500.0
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PulleyRatio=1.0
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}
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