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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;

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// Used internally for Karma stuff - DO NOT CHANGE!
var transient const pointer     KAng3;
var transient const pointer     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.

var()    float   KMaxSpeed;                 // Maximum allowed speed (unreal units)
var()    float   KMaxAngularSpeed;          // Maximum allowed angular velocity (radians per sec).

// 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()    bool    bDestroyOnWorldPenetrate;  // If the center of this object passes through the world, destroy it.
var()    bool    bDoSafetime;               // If true, do extra checks to avoid object passing through world.

var()    float   StayUprightStiffness;
var()    float   StayUprightDamping;

var()   array<KRepulsor>    Repulsors;

// default is sphere with mass 1 and radius 1

defaultproperties
{
     KMass=1.000000
     KLinearDamping=0.200000
     KAngularDamping=0.200000
     KActorGravScale=1.000000
     KVelDropBelowThreshold=1000000.000000
     KMaxSpeed=2500.000000
     KMaxAngularSpeed=10.000000
     bHighDetailOnly=True
     bClientOnly=True
     bDestroyOnSimError=True
     StayUprightStiffness=50.000000
}

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Class file time: Mon 23/10/2006 20:25:18.000 - Creation time: Wed 7/2/2007 19:16:42.765 - Created with UnCodeX