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Engine.KarmaParams


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