Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation
previous class next class | frames no frames

# Engine.KarmaParams

00001 00002 00003 00004 00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084

    //=============================================================================
    // The Karma physics parameters class.
    // This provides 'extra' parameters needed by Karma physics to the Actor class.
    // Need one of these (or a subclass) to set Physics to PHYS_Karma.
    // (see Actor.uc)
    // NB: All parameters are in KARMA scale!
    //=============================================================================

    class KarmaParams extends KarmaParamsCollision
    	editinlinenew
    	native;

    //cpptext
    //{
    //#ifdef WITH_KARMA
    //    void PostEditChange();
    //#endif
    //}
    //
    //// Used internally for Karma stuff - DO NOT CHANGE!
    //var transient const int		KAng3;
    //var transient const int		KTriList;
    //var transient const float   KLastVel;
    //
    //var()    float   KMass;						// Mass used for Karma physics
    //var()    float   KLinearDamping;			// Linear velocity damping (drag)
    //var()    float   KAngularDamping;			// Angular velocity damping (drag)
    //
    //var()	 float   KBuoyancy;					// Applies in water volumes. 0 = no buoyancy. 1 = neutrally buoyant
    //
    //var()    bool    KStartEnabled;				// Start simulating body as soon as PHYS_Karma starts
    //var()    vector  KStartLinVel;				// Initial linear velocity for actor
    //var()    vector  KStartAngVel;              // Initial angular velocity for actor
    //
    //var()	 bool	 bKNonSphericalInertia;		// Simulate body without using sphericalised inertia tensor
    //
    //var()	 float   KActorGravScale;		    // Scale how gravity affects this actor.
    //
    //var()	 float   KVelDropBelowThreshold;    // Threshold that when actor drops below, KVelDropBelow event is triggered.
    //
    //// NB - the below settings only apply to PHYS_Karma (not PHYS_KarmaRagDoll)
    //var()	 bool    bHighDetailOnly;			// Only turn on karma physics for this actor if the level PhysicsDetailLevel is PDL_High
    //var      bool    bClientOnly;				// Only turn on karma physics for this actor on the client (not server).
    //var() const bool bKDoubleTickRate;			// Allows higher karma sim rate (double normal) for some objects.
    //
    //var()	 bool	 bKStayUpright;				// Stop this object from being able to rotate (using Angular3 constraint)
    //var()	 bool	 bKAllowRotate;				// Allow this object to rotate about a vertical axis. Ignored unless KStayUpright == true.
    //var		 bool	 bDestroyOnSimError;		// If there is a problem with the physics, destroy, or leave around to be fixed (eg. by network).
    //
    //var()	 float   StayUprightStiffness;
    //var()	 float   StayUprightDamping;
    //
    //// Whether to do a 'safe time' check to avoid this actor passing through other things
    //// Auto means it will only do it when it thinks it needs to (ie moving fast).
    //var()	enum ESafeTimeMode
    //{
    //	KST_None,
    //	KST_Auto,
    //	KST_Always
    //} SafeTimeMode;
    //
    //var()	array<KRepulsor>	Repulsors;
    //
    //// default is sphere with mass 1 and radius 1
    //defaultproperties
    //{
    //    KMass=1
    //    KAngularDamping=0.2
    //    KLinearDamping=0.2
    //	KStartEnabled=false
    //	bKStayUpright=false
    //	bKAllowRotate=false
    //	bKNonSphericalInertia=false
    //	bKDoubleTickRate=false
    //	KBuoyancy=0
    //	bClientOnly=true
    //	bHighDetailOnly=false
    //	KActorGravScale=1
    //	KVelDropBelowThreshold=1000000
    //	bDestroyOnSimError=True
    //	StayUprightStiffness=50
    //	StayUprightDamping=0
    //	SafeTimeMode=KST_None
    //}

Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation
previous class next class | frames no frames

Class file time: ne 5.9.2004 16:01:26.000 - Creation time: st 23.5.2018 00:10:44.841 - Created with UnCodeX