125 lines
4.3 KiB
Ucode
125 lines
4.3 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class RB_BodySetup extends KMeshProps
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native
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hidecategories(Object)
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dependsOn(BrushComponent)
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native(Physics);
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/** Presets of values used in considering when put this body to sleep. */
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enum ESleepFamily
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{
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/** Engine defaults. */
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SF_Normal,
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/** A family of values with a lower sleep threshold; good for slower pendulum-like physics. */
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SF_Sensitive,
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};
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/** The set of values used in considering when put this body to sleep. */
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var() ESleepFamily SleepFamily;
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/** Used in the PhysicsAsset case. Associates this Body with Bone in a skeletal mesh. */
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var() editconst name BoneName;
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/** No dynamics on this body - fixed relative to the world. */
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var() bool bFixed;
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/** This body will not collide with anything. */
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var() bool bNoCollision;
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/** When doing line checks against this PhysicsAsset, this body should return hits with zero-extent (ie line) checks. */
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var() bool bBlockZeroExtent;
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/** When doing line checks against this PhysicsAsset, this body should return hits with non-zero-extent (ie swept-box) checks. */
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var() bool bBlockNonZeroExtent;
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/**
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* Turn on continuous collision detection for this body.
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* This should avoid it passing through other objects when moving quickly.
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*/
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var() bool bEnableContinuousCollisionDetection;
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/**
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* If true (and bEnableFullAnimWeightBodies in SkelMeshComp is true), the physics of this bone will always be blended into the skeletal mesh, regardless of what PhysicsWeight of the SkelMeshComp is.
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* This is useful for bones that should always be physics, even when blending physics in and out for hit reactions (eg cloth or pony-tails).
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*/
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var() bool bAlwaysFullAnimWeight;
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/**
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* Should this BodySetup be considered for the bounding box of the PhysicsAsset (and hence SkeletalMeshComponent).
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* There is a speed improvement from having less BodySetups processed each frame when updating the bounds.
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*/
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var() bool bConsiderForBounds;
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/** Physical material to use for this body. Encodes information about density, friction etc. */
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var() PhysicalMaterial PhysMaterial;
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/**
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* The mass of a body is calculated automatically based on the volume of the collision geometry and the density specified by the PhysicalMaterial.
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* This parameters allows you to scale the auto-generated value for this specific body.
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*/
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var() float MassScale;
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/** Cache of physics-engine specific collision shapes at different scales. Physics engines do not normally support per-instance collision shape scaling. */
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var const native array<pointer> CollisionGeom;
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/** Scale factors for each CollisionGeom entry. CollisionGeom.Length == CollisionGeomScale3D.Length. */
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var const native array<vector> CollisionGeomScale3D;
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// PRECOOKED COLLISION
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/** Scales to pre-cache physics data for this collision at. */
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var() const array<vector> PreCachedPhysScale;
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// removed duplicate structures that are already present in BrushComponent
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// removed KCachedConvexDataElement struct
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// removed KCachedConvexData struct
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/** Cached convex physics data. */
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var const native KCachedConvexData PreCachedPhysData;
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/** Version of cached physics data. */
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var const int PreCachedPhysDataVersion;
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cpptext
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{
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// UObject interface.
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virtual void PreSave();
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virtual void Serialize(FArchive& Ar);
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virtual void BeginDestroy();
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virtual void FinishDestroy();
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virtual void PostLoad();
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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// URB_BodySetup interface.
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void CopyBodyPropertiesFrom(class URB_BodySetup* fromSetup);
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/** Pre-cache this mesh at all desired scales. */
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void PreCachePhysicsData();
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void ClearShapeCache();
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/*
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* Create and add a new physics collision representation to this body setup
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* @param Scale3D - Scale at which this geometry should be created at
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* @param CachedData - Unreal description of the collision geometry to create
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* @param DebugName - debug name to output
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* returns TRUE if successful
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*/
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UBOOL AddCollisionFromCachedData(const FVector& Scale3D, FKCachedConvexData* CachedData, const FString& DebugName);
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}
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defaultproperties
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{
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SleepFamily=SF_Normal
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bBlockZeroExtent=true
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bBlockNonZeroExtent=true
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bConsiderForBounds=TRUE
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MassScale=1.0
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}
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