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// Havok physical system, imported from a HKE file (from modellers such as Max or Maya) // and associated with the skeletal mesh by name. This is most commonly used for // ragdolls and rigidbody based deformable meshes. class HavokSkeletalSystem extends HavokObject editinlinenew native; cpptext { #ifdef UNREAL_HAVOK void PostEditChange(); #endif } var const transient int RigidBodySystemNumber; //the system number (group for rbs in the level) for this body. Set internally. Do not change. var const transient int RigidBodyRootBoneIndex; //the the index into the skel mesh of the physics root bone. Set internally. Do not change. var const transient int RigidBodyLastBoneIndex; //the the index into the skel mesh of the physics root bone. Set internally. Do not change. var const transient int CachedLastRigidBodyRootBoneIndex; // When we quit, this stores the root node so that we can bake it bake into the actor rot if we want. // Intrusion driven updates will create a phantom double the size of the AABB of the system and only update its physical // bodies from keyframes. var() bool useIntrusionDrivenUpdates "If false, the Havok representation of this skeleton's bones will be updated every frame to match the on-screen bone location. If true, they will only be updated when another Havok object enters a volume rougly twice the size of this actor's bounding volume. This is a performance optimization; in most cases you should leave it at the default setting.\r\n\r\nNOTE: This is automatically set to true at runtime for keyframed (animated) skeletal meshes."; // normally null, but used by keyframed skeletal meshes if intrusion updates are used. var const transient int hkPhantom; // HKE to use for this skeletal actor. var() string SkeletonPhysicsFile "File from which to load the Havok ragdoll skeleton (e.g., \"myRagdoll.hke\"). File path is relative to \"<ProjectRoot>\Content\HavokData\"."; #if IG_SHARED // new vars // ckline: hkActive: is the body to start moving? var() bool hkActive "If true, the object will behave like a ragdoll as soon as the level starts (e.g., it will fall to the ground, etc). If false, it will be inactive until it is activated (i.e., it will not become a ragdoll until collides with it, etc.)"; var() float hkJointFriction "Global control of ragdoll joint friction"; #endif #if IG_TRIBES3 // rowan: work around for tearoff impulses being huge on ragdolls var() float TearOffImpulseScale; #endif defaultproperties { //#if IG_SHARED // ckline: implement hkActive hkActive=true //#endif #if IG_TRIBES3 // rowan TearOffImpulseScale = 1.0 #endif } |
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