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# Engine.HavokHingeConstraint

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    // Havok Hinge constraint. This enforces a postional constraint
    // about the pivot and reduces the freedom of the object further
    // by only allowing rotation about the given primary axis.

    class HavokHingeConstraint extends HavokConstraint
    	native
    	placeable;

    cpptext
    {
    #ifdef UNREAL_HAVOK
    	virtual bool HavokInitActor();
    	virtual void UpdateConstraintDetails();
    #endif
    }

    var(HavokConstraint) enum EHavokHingeType
    {
    	HKH_Normal,
    	HKH_Motorized,  // keep the desired Vel
    	HKH_Controlled  // acieve the desired angle (A or B depending on the hkUseDesiredAngleB flag
    } hkHingeType;

    var(HavokConstraint) enum EHavokHingeMotorType
    {
    	HKHM_SpringDamper,  // simple motor
    	HKHM_Blending // implicit spring damper.
    } hkHingeMotorType;

    // Motorized hinge
    var(HavokConstraint) bool hkMotorActive;
    var(HavokConstraint) float hkDesiredAngVel; // 65535 = 1 full rotation per second
    var(HavokConstraint) float hkMaxForce; // 0 == no max
    var(HavokConstraint) float hkMotorDamping; // 0 == no max

    // Controlled Motor to achieve a certain angle
    // Uses hkDesiredAngVel and hkMaxTorque from above.
    var(HavokConstraint) float hkDesiredAngleA; // 65535 = 360 degrees
    var(HavokConstraint) float hkDesiredAngleB; // 65535 = 360 degrees
    var(HavokConstraint) bool  hkUseDesiredAngleB;

    // output - current angular position of joint // 65535 = 360 degrees
    var const float hkCurrentAngle;

    // In this state nothing will happen if this hinge is triggered or untriggered.
    auto state Default
    {
    ignores Trigger, Untrigger;
    }

    // In this state, Trigger will cause the hinge type to change to HT_Motor.
    // Another trigger will toggle it to HT_Controlled, and it will try and maintain its current angle.
    state() ToggleMotor
    {
    ignores Untrigger;
    	function Trigger( actor Other, pawn EventInstigator )
    	{
    		//Log("ToggleMotor - Trigger");
    		if(hkHingeType == HKH_Motorized)
    		{
    			hkDesiredAngleA = hkCurrentAngle;
    			hkUseDesiredAngleB = False;
    			hkHingeType = HKH_Controlled;
    		}
    		else
    			hkHingeType = HKH_Motorized;

    		UpdateConstraintDetails(); // will wake actors
    	}

    Begin:
    	hkHingeType = HKH_Controlled;
    	hkUseDesiredAngleB = False;
    	UpdateConstraintDetails();
    }

    // In this state, Trigger will turn motor on.
    // Untrigger will turn toggle it to HKH_Controlled, and it will try and maintain its current angle.
    state() ControlMotor
    {
    	function Trigger( actor Other, pawn EventInstigator )
    	{
    		//Log("ControlMotor - Trigger");
    		if(hkHingeType != HKH_Motorized)
    		{
    			hkHingeType = HKH_Motorized;
    			UpdateConstraintDetails();
    		}
    	}

    	function Untrigger( actor Other, pawn EventInstigator )
    	{
    		//Log("ControlMotor - Untrigger");
    		if(hkHingeType == HKH_Motorized)
    		{
    			hkDesiredAngleA = hkCurrentAngle;
    			hkUseDesiredAngleB = False;
    			hkHingeType = HKH_Controlled;
    			UpdateConstraintDetails();
    		}
    	}

    Begin:
    	hkHingeType = HKH_Controlled;
    	hkUseDesiredAngleB = False;
    	UpdateConstraintDetails();
    }

    // In this state a trigger will toggle the hinge between using KDesiredAngle and KAltDesiredAngle.
    // It will use whatever the current KHingeType is to achieve this, so this is only useful with HT_Controlled and HT_Springy.
    state() ToggleDesired
    {
    ignores Untrigger;

    	function Trigger( actor Other, pawn EventInstigator )
    	{
    		//Log("ToggleDesired - Trigger");
    		if(hkUseDesiredAngleB)
    			hkUseDesiredAngleB = False;
    		else
    			hkUseDesiredAngleB = True;
    		//Log("UseAlt"$hkUseDesiredAngleB);
    		UpdateConstraintDetails();
    	}
    }

    // In this state, trigger will cause the hinge to use KAltDesiredAngle, untrigger will caus it to use KAltDesiredAngle
    state() ControlDesired
    {
    	function Trigger( actor Other, pawn EventInstigator )
    	{
    		//Log("ControlDesired - Trigger");
    		hkUseDesiredAngleB = True;
    		//Log("UseAlt"$hkUseDesiredAngleB);
    		UpdateConstraintDetails();
    	}

    	function Untrigger( actor Other, pawn EventInstigator )
    	{
    		//Log("ControlDesired - Untrigger");
    		hkUseDesiredAngleB = False;
    		//Log("UseAlt"$hkUseDesiredAngleB);
    		UpdateConstraintDetails();
    	}
    }

    defaultproperties
    {
    	Texture=Texture'Engine_res.Havok.S_HkHingeConstraint'
    	bDirectional=True
    	hkUseDesiredAngleB=False
    	hkHingeType=HKH_Normal
    	hkHingeMotorType=HKHM_SpringDamper
    	hkMotorDamping=7500;
    	hkMaxForce=10000;// some large number normally.
    	hkMotorActive=true;// when the hinge is motorized, you can toggle the motor (controlled or velocity) on or off with this
    	AutoComputeLocals=HKC_AutoComputeBFromC; // base the B basis on the Constraint Actor rotation.
    }

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Class file time: ne 5.9.2004 16:01:22.000 - Creation time: st 23.5.2018 00:10:44.086 - Created with UnCodeX