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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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