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Engine.KConstraint


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//=============================================================================
// The Basic constraint class.
//=============================================================================

class KConstraint extends KActor
    abstract
	placeable
	native;

//cpptext
//{
//#ifdef WITH_KARMA
//    virtual MdtConstraintID getKConstraint() const;
//    virtual McdModelID getKModel() const;
//
//	virtual void physKarma(FLOAT DeltaTime);
//
//	virtual void PostEditChange();
//	virtual void PostEditMove();
//
//    virtual void KUpdateConstraintParams();
//	
//	virtual void CheckForErrors(); // used for checking that this constraint is valid buring map build
//	virtual void RenderEditorSelected(FLevelSceneNode* SceneNode,FRenderInterface* RI, FDynamicActor* FDA);
//	virtual UBOOL CheckOwnerUpdated();
//
//	virtual void preKarmaStep(FLOAT DeltaTime) {};
//	virtual void postKarmaStep() {};
//#endif
//}
//
//// Used internally for Karma stuff - DO NOT CHANGE!
//var transient const int KConstraintData;
//
//// Actors joined effected by this constraint (could be NULL for 'World')
//var(KarmaConstraint) edfindable Actor KConstraintActor1;
//var(KarmaConstraint) edfindable Actor KConstraintActor2;
//
//// If an KConstraintActor is a skeletal thing, you can specify which bone inside it
//// to attach the constraint to. If left blank (the default) it picks the nearest bone.
//var(KarmaConstraint) name KConstraintBone1;
//var(KarmaConstraint) name KConstraintBone2;
//
//// Disable collision between joined
//var(KarmaConstraint) const bool bKDisableCollision;
//
//// Constraint position/orientation, as defined in each body's local reference frame
//// These are in KARMA scale!
//
//// Body1 ref frame
//var vector KPos1;
//var vector KPriAxis1;
//var vector KSecAxis1;
//
//// Body2 ref frame
//var vector KPos2;
//var vector KPriAxis2;
//var vector KSecAxis2;
//
//// Force constraint to re-calculate its position/axis in local ref frames
//// Usually true for constraints saved out of UnrealEd, false for everything else
//var const bool bKForceFrameUpdate;
//
//// [see KForceExceed below]
//var(KarmaConstraint) float KForceThreshold;
//
//
//// This function is used to re-sync constraint parameters (eg. stiffness) with Karma.
//// Call when you change a parameter to get it to actually take effect.
//native function KUpdateConstraintParams();
//
//native final function KGetConstraintForce(out vector Force);
//native final function KGetConstraintTorque(out vector Torque);
//
//// Event triggered when magnitude of constraint (linear) force exceeds KForceThreshold
//event KForceExceed(float forceMag);
//
//defaultproperties
//{
//    KPos1=(X=0,Y=0,Z=0)
//    KPriAxis1=(X=1,Y=0,Z=0)
//    KSecAxis1=(X=0,Y=1,Z=0)
//
//    KPos2=(X=0,Y=0,Z=0)
//    KPriAxis2=(X=1,Y=0,Z=0)
//    KSecAxis2=(X=0,Y=1,Z=0)
//
//    bKForceFrameUpdate=False
//    bKDisableCollision=True
//
//    bHidden=True
//    Texture=Texture'Engine_res.S_KConstraint'
//    DrawType=DT_Sprite
//
//    //Physics=PHYS_None
//	bStatic=False
//
//	bCollideActors=False
//    bProjTarget=False
//	bBlockActors=False
//	bBlockPlayers=False
//	bWorldGeometry=False
//	bBlockKarma=False
//
//    CollisionHeight=+000001.000000
//	CollisionRadius=+000001.000000
//}

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Class file time: ne 5.9.2004 16:01:26.000 - Creation time: st 23.5.2018 00:10:44.902 - Created with UnCodeX