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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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