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Core.Object | +-- Engine.HavokObject | +-- Engine.HavokRigidBody
VehicleHavokData
Constants Summary | ||
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HavokCollisionLayer_All | = | 0 |
HavokCollisionLayer_Debris | = | 7 |
HavokCollisionLayer_Dynamic | = | 2 |
HavokCollisionLayer_Keyframed | = | 5 |
HavokCollisionLayer_Static | = | 1 |
Inherited Contants from Core.Object |
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MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Transactional, RF_Transient, RF_Unnamed |
Variables Summary | |
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int | hkEntityPtr |
int | hkUprightConstraintPtr |
HavokRigidBody | |
bool | bClientOnly |
bool | bHighDetailOnly |
bool | hkActive |
float | hkAngularDamping |
vector | hkAngularVel |
int | hkCollisionLayer |
int | hkCollisionSubpartID |
int | hkCollisionSubpartIgnoreID |
int | hkCollisionSystemGroup |
EOrientationConstraint | hkForceUpright |
float | hkForceUprightDamping |
float | hkForceUprightStrength |
float | hkFriction |
bool | hkKeyframed |
float | hkLinearDamping |
vector | hkLinearVel |
float | hkMass |
float | hkRestitution |
bool | hkStabilizedInertia |
Inherited Variables from Engine.HavokObject |
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hkInitCalled |
Inherited Variables from Core.Object |
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Class, Name, ObjectFlags, ObjectInternal[6], Outer |
Enumerations Summary | ||
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EOrientationConstraint HKOC_Free, HKOC_ConstrainX, HKOC_ConstrainY, HKOC_ConstrainZ, HKOC_ConstrainXYZ, |
Inherited Enumerations from Core.Object |
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EAxis, ECamOrientation, ESheerAxis |
Structures Summary |
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Inherited Structures from Core.Object |
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BoundingVolume, Box, Color, CompressedPosition, Coords, GameSpyServerData, Guid, IntegerRange, InterpCurve, InterpCurvePoint, MatCoords, Matrix, Plane, Quat, Range, RangeVector, Rotator, Scale, Vector |
Functions Summary |
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Constants Detail |
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// LAYER_STATIC = 1, (default for landscape), does not collide with its own group or static // LAYER_DYNAMIC = 2, (default for free moving rigid bodies), // LAYER_KEYFRAME = 5, (default for keyframed (Movers etc) and the Player Pawn), does not collide with its own group or static // LAYER_FAST_DEBRIS = 7, nothing in it by default, does not collide with its own group. // // See LevelInfo.HavokSetCollisionLayerEnabled(int layerA, int layerB, bool enabled, bool updateWorldInfo)
Variables Detail |
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If true, the object's physics will be disabled when running on a server (i.e., it will only be physical on clients)
If true, the object will have physics disabled if the level's physics setting is less than PDL_High, or if running on a dedicated server.
If true, the object will be 'physical' 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 float in space something collides with it, etc.)
Controls how much damping is applied to angular velocity. Values are usually very small, and 0 means 'no damping'
The initial angular velocity of the object.\r\n\r\nWARNING: this value must be in Unreal units, not radians/second (1 radian = 10430.2192 Unreal angular units).
The collision layer in which this object resides. Supported values are:\r\n\r\n0 = no filtering, collides with everything\r\n\r\n1 = does not collide with its own group or static (default for static objects and landscape)\r\n\r\n2 = collides with everything (default for free moving rigid bodies)\r\n\r\n5 = does not collide with its own group or static objects (default for keyframed (Movers etc) and the Player Pawn),\r\n\r\n7 = does not collide with its own group (nothing in it by default, intended for fast debris).
Governs how quickly the oscillation along the vertical axis settles down. Low values create springy behavior, while high values will reduce any oscillations very quickly with the size of the oscillations getting much smaller each time. Values can range from 0 to 1
Governs how quickly an object bounces back when tilted away from its upright axis. Higher values mean that the object recovers more quickly. Values can range from 0 to 1
Controls how sticky the object is. Minimum value is 0 and maximum is 1
Only set this to true for objects that should block other physics objects but whose movement is controlled by Unreal instead of physical forces. For example, this should be true for Movers.\r\n\r\nWARNING: this flag is ignored if hkMass is 0!
Controls how much damping is applied to linear velocity. Values are usually very small, and 0 means 'no damping'
The initial linear velocity of the object.\r\n\r\nWARNING: this value must be in Unreal units, not meters/second (1 meter = 50 Unreal distance units).
The mass of the object.\r\n\r\nWARNING: If mass is set to 0 then the object will be fixed in place, and the hkKeyframed setting will be ignored!
Controls how bouncy the object is. Minimum value is 0 and maximum is 1
Set this flag to help stabilize the physics of unstable configurations, such as long thin objects. For normal configurations is should be left at the default value of false.
Enumerations Detail |
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HKOC_Free, HKOC_ConstrainX, HKOC_ConstrainY, HKOC_ConstrainZ, HKOC_ConstrainXYZ,};
Defaultproperties |
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defaultproperties { bHighDetailOnly=false bClientOnly=false hkMass=10 hkStabilizedInertia=false hkFriction=0.8 hkRestitution=0.3 hkLinearDamping=0 hkAngularDamping=0.05 hkActive=true hkKeyframed=false hkForceUpright=HKOC_Free hkForceUprightStrength = 0.3 hkForceUprightDamping = 0.9 } |
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