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/** * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ class PhysicsAsset extends Object hidecategories(Object) native(Physics); /** * Default skeletal mesh to use when previewing this PhysicsAsset etc. * Is the one that was used as the basis for creating this Asset. */ var const editoronly SkeletalMesh DefaultSkelMesh; /** * Array of RB_BodySetup objects. Stores information about collision shape etc. for each body. * Does not include body position - those are taken from mesh. */ var const instanced array<RB_BodySetup> BodySetup; /** * This caches the BodySetup Index by BodyName to speed up FindBodyIndex */ var native const Map_Mirror BodySetupIndexMap{TMap<FName, INT>}; /** Index of bodies that are marked bConsiderForBounds */ var const array<int> BoundsBodies; /** * Array of RB_ConstraintSetup objects. * Stores information about a joint between two bodies, such as position relative to each body, joint limits etc. */ var const instanced array<RB_ConstraintSetup> ConstraintSetup; /** Default per-instance paramters for this PhysicsAsset. */ var const instanced PhysicsAssetInstance DefaultInstance; cpptext { // UObject interface virtual void PostLoad(); /** * Returns a one line description of an object for viewing in the thumbnail view of the generic browser */ virtual FString GetDesc(); /** * Returns detailed info to populate listview columns */ virtual FString GetDetailedDescription( INT InIndex ); // Creates a Physics Asset using the supplied Skeletal Mesh as a starting point. UBOOL CreateFromSkeletalMesh( class USkeletalMesh* skelMesh, FPhysAssetCreateParams& Params ); static void CreateCollisionFromBone( URB_BodySetup* bs, class USkeletalMesh* skelMesh, INT BoneIndex, FPhysAssetCreateParams& Params, TArray<struct FBoneVertInfo>& Infos ); INT FindControllingBodyIndex(class USkeletalMesh* skelMesh, INT BoneIndex); INT FindConstraintIndex(FName ConstraintName); FName FindConstraintBoneName(INT ConstraintIndex); /** Utility for getting indices of all bodies below (and including) the one with the supplied name. */ void GetBodyIndicesBelow(TArray<INT>& OutBodyIndices, FName InBoneName, USkeletalMesh* InSkelMesh); FBox CalcAABB(class USkeletalMeshComponent* SkelComp); UBOOL LineCheck(FCheckResult& Result, class USkeletalMeshComponent* SkelComp, const FVector& Start, const FVector& End, const FVector& Extent, UBOOL bOnlyPerPolyShapes); FCheckResult* LineCheckAllInteractions( FMemStack& Mem, class USkeletalMeshComponent* SkelComp, const FVector& Start, const FVector& End, const FVector& Extent, UBOOL bPerPolyShapes ); UBOOL PointCheck(FCheckResult& Result, class USkeletalMeshComponent* SkelComp, const FVector& Location, const FVector& Extent); void UpdateMassProps(); // For PhAT only really... INT CreateNewBody(FName InBodyName); void DestroyBody(INT BodyIndex); INT CreateNewConstraint(FName InConstraintName, URB_ConstraintSetup* InConstraintSetup = NULL); void DestroyConstraint(INT ConstraintIndex); void BodyFindConstraints(INT BodyIndex, TArray<INT>& Constraints); void ClearShapeCaches(); void UpdateBodyIndices(); void WeldBodies(INT BaseBodyIndex, INT AddBodyIndex, USkeletalMeshComponent* SkelComp); void DrawCollision(class FPrimitiveDrawInterface* PDI, const USkeletalMesh* SkelMesh, const TArray<FBoneAtom>& SpaceBases, const FMatrix& LocalToWorld, FLOAT Scale); void DrawConstraints(class FPrimitiveDrawInterface* PDI, const USkeletalMesh* SkelMesh, const TArray<FBoneAtom>& SpaceBases, const FMatrix& LocalToWorld, FLOAT Scale); void FixOuters(); /** Update the BoundsBodies array and cache the indices of bodies marked with bConsiderForBounds to BoundsBodies array. */ void UpdateBoundsBodiesArray(); /** Update the BodySetup Array Index Map. */ void UpdateBodySetupIndexMap(); } native final function INT FindBodyIndex(Name BodyName); |
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