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# Engine.KConstraint

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    //=============================================================================
    // The Basic constraint class.
    //=============================================================================

    class KConstraint extends KActor
        abstract
    	placeable
    	native;

    //cpptext
    //{
    //#ifdef WITH_KARMA
    //    virtual MdtConstraintID getKConstraint() const;
    //    virtual McdModelID getKModel() const;
    //
    //	virtual void physKarma(FLOAT DeltaTime);
    //
    //	virtual void PostEditChange();
    //	virtual void PostEditMove();
    //
    //    virtual void KUpdateConstraintParams();
    //
    //	virtual void CheckForErrors(); // used for checking that this constraint is valid buring map build
    //	virtual void RenderEditorSelected(FLevelSceneNode* SceneNode,FRenderInterface* RI, FDynamicActor* FDA);
    //	virtual UBOOL CheckOwnerUpdated();
    //
    //	virtual void preKarmaStep(FLOAT DeltaTime) {};
    //	virtual void postKarmaStep() {};
    //#endif
    //}
    //
    //// Used internally for Karma stuff - DO NOT CHANGE!
    //var transient const int KConstraintData;
    //
    //// Actors joined effected by this constraint (could be NULL for 'World')
    //var(KarmaConstraint) edfindable Actor KConstraintActor1;
    //var(KarmaConstraint) edfindable Actor KConstraintActor2;
    //
    //// If an KConstraintActor is a skeletal thing, you can specify which bone inside it
    //// to attach the constraint to. If left blank (the default) it picks the nearest bone.
    //var(KarmaConstraint) name KConstraintBone1;
    //var(KarmaConstraint) name KConstraintBone2;
    //
    //// Disable collision between joined
    //var(KarmaConstraint) const bool bKDisableCollision;
    //
    //// Constraint position/orientation, as defined in each body's local reference frame
    //// These are in KARMA scale!
    //
    //// Body1 ref frame
    //var vector KPos1;
    //var vector KPriAxis1;
    //var vector KSecAxis1;
    //
    //// Body2 ref frame
    //var vector KPos2;
    //var vector KPriAxis2;
    //var vector KSecAxis2;
    //
    //// Force constraint to re-calculate its position/axis in local ref frames
    //// Usually true for constraints saved out of UnrealEd, false for everything else
    //var const bool bKForceFrameUpdate;
    //
    //// [see KForceExceed below]
    //var(KarmaConstraint) float KForceThreshold;
    //
    //
    //// This function is used to re-sync constraint parameters (eg. stiffness) with Karma.
    //// Call when you change a parameter to get it to actually take effect.
    //native function KUpdateConstraintParams();
    //
    //native final function KGetConstraintForce(out vector Force);
    //native final function KGetConstraintTorque(out vector Torque);
    //
    //// Event triggered when magnitude of constraint (linear) force exceeds KForceThreshold
    //event KForceExceed(float forceMag);
    //
    //defaultproperties
    //{
    //    KPos1=(X=0,Y=0,Z=0)
    //    KPriAxis1=(X=1,Y=0,Z=0)
    //    KSecAxis1=(X=0,Y=1,Z=0)
    //
    //    KPos2=(X=0,Y=0,Z=0)
    //    KPriAxis2=(X=1,Y=0,Z=0)
    //    KSecAxis2=(X=0,Y=1,Z=0)
    //
    //    bKForceFrameUpdate=False
    //    bKDisableCollision=True
    //
    //    bHidden=True
    //    Texture=Texture'Engine_res.S_KConstraint'
    //    DrawType=DT_Sprite
    //
    //    //Physics=PHYS_None
    //	bStatic=False
    //
    //	bCollideActors=False
    //    bProjTarget=False
    //	bBlockActors=False
    //	bBlockPlayers=False
    //	bWorldGeometry=False
    //	bBlockKarma=False
    //
    //    CollisionHeight=+000001.000000
    //	CollisionRadius=+000001.000000
    //}

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Class file time: ne 5.9.2004 16:01:26.000 - Creation time: st 23.5.2018 00:10:44.902 - Created with UnCodeX