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//============================================================================= // 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 //} |
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