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Engine.PhysicsAssetInstance

Extends
Object
Modifiers
hidecategories ( Object ) native ( Physics )

Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.PhysicsAssetInstance

Constants Summary
Inherited Contants from Core.Object
AspectRatio16x9, AspectRatio4x3, AspectRatio5x4, DegToRad, DegToUnrRot, INDEX_NONE, InvAspectRatio16x9, InvAspectRatio4x3, InvAspectRatio5x4, MaxInt, Pi, RadToDeg, RadToUnrRot, UnrRotToDeg, UnrRotToRad

Variables Summary
floatAngularDampingScale
floatAngularForceLimitScale
floatAngularSpringScale
boolbInitBodies
array<RB_BodyInstance>Bodies
Map_MirrorCollisionDisableTable
array<RB_ConstraintInstance>Constraints
floatLinearDampingScale
floatLinearForceLimitScale
floatLinearSpringScale
ActorOwner
intRootBodyIndex
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
Inherited Enumerations from Core.Object
AlphaBlendType, EAspectRatioAxisConstraint, EAutomatedRunResult, EAxis, EDebugBreakType, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
Inherited Structures from Core.Object
Array_Mirror, BitArray_Mirror, BoneAtom, Box, BoxSphereBounds, Color, Cylinder, double, FColorVertexBuffer_Mirror, Guid, IndirectArray_Mirror, InlinePointerArray_Mirror, InterpCurveFloat, InterpCurveLinearColor, InterpCurvePointFloat, InterpCurvePointLinearColor, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, OctreeElementId, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, RenderCommandFence_Mirror, Rotator, Set_Mirror, SHVector, SHVectorRGB, SparseArray_Mirror, TAlphaBlend, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4

Functions Summary
functionRB_BodyInstance FindBodyInstance (name BodyName, PhysicsAsset InAsset)
functionRB_ConstraintInstance FindConstraintInstance (name ConName, PhysicsAsset InAsset)
function ForceAllBodiesBelowUnfixed (const out name InBoneName, PhysicsAsset InAsset, SkeletalMeshComponent InSkelMesh, bool InbInstanceAlwaysFullAnimWeight)
functionfloat GetTotalMassBelowBone (name InBoneName, PhysicsAsset InAsset, SkeletalMesh InSkelMesh)
function SetAllBodiesFixed (bool bNewFixed)
function SetAllMotorsAngularDriveParams (float InSpring, float InDamping, float InForceLimit, optional SkeletalMeshComponent SkelMesh, optional bool bSkipFullAnimWeightBodies)
function SetAllMotorsAngularPositionDrive (bool bEnableSwingDrive, bool bEnableTwistDrive, optional SkeletalMeshComponent SkelMesh, optional bool bSkipFullAnimWeightBodies)
function SetAllMotorsAngularVelocityDrive (bool bEnableSwingDrive, bool bEnableTwistDrive, SkeletalMeshComponent SkelMeshComp, optional bool bSkipFullAnimWeightBodies)
function SetAngularDriveScale (float InAngularSpringScale, float InAngularDampingScale, float InAngularForceLimitScale)
function SetFullAnimWeightBlockRigidBody (bool bNewBlockRigidBody, SkeletalMeshComponent SkelMesh)
function SetFullAnimWeightBonesFixed (bool bNewFixed, SkeletalMeshComponent SkelMesh)
function SetLinearDriveScale (float InLinearSpringScale, float InLinearDampingScale, float InLinearForceLimitScale)
function SetNamedBodiesBlockRigidBody (bool bNewBlockRigidBody, Array<Name> BoneNames, SkeletalMeshComponent SkelMesh)
function SetNamedBodiesFixed (bool bNewFixed, Array<Name> BoneNames, SkeletalMeshComponent SkelMesh, optional bool bSetOtherBodiesToComplement, optional bool bSkipFullAnimWeightBodies)
function SetNamedMotorsAngularPositionDrive (bool bEnableSwingDrive, bool bEnableTwistDrive, Array<Name> BoneNames, SkeletalMeshComponent SkelMeshComp, optional bool bSetOtherBodiesToComplement)
function SetNamedMotorsAngularVelocityDrive (bool bEnableSwingDrive, bool bEnableTwistDrive, Array<Name> BoneNames, SkeletalMeshComponent SkelMeshComp, optional bool bSetOtherBodiesToComplement)
function SetNamedRBBoneSprings (bool bEnable, Array<Name> BoneNames, float InBoneLinearSpring, float InBoneAngularSpring, SkeletalMeshComponent SkelMeshComp)
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, Atan2, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClampRotAxisFromBase, ClampRotAxisFromRange, ClassIsChildOf, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, DebugBreak, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, EvalInterpCurveFloat, EvalInterpCurveVector, EvalInterpCurveVector2D, Exp, FCeil, FClamp, FCubicInterp, FFloor, FindDeltaAngle, FindObject, FInterpConstantTo, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, float, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetBuildChangelistNumber, GetDotDistance, GetEngineVersion, GetEnum, GetFuncName, GetHeadingAngle, GetMappedRangeValue, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetRightMost, GetRotatorAxis, GetScriptTrace, GetStateName, GetSystemTime, GetUnAxes, GotoState, InCylinder, InStr, InverseTransformNormal, InverseTransformVector, IsA, IsChildState, IsInState, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, LerpColor, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, MakeRotationMatrix, MakeRotationTranslationMatrix, MakeRotator, MatrixGetAxis, MatrixGetOrigin, MatrixGetRotator, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, NoZDot, OrthoRotation, ParseLocalizedPropertyPath, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointDistToSegment, PointProjectToPlane, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, RTransform, SaveConfig, SClampRotAxis, ScriptTrace, SetUTracing, Sin, Split, SplitString, Sqrt, Square, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformNormal, TransformVector, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VRandCone, VRandCone2, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~=


Variables Detail

AngularDampingScale Source code

var const float AngularDampingScale;
Scaling factor to AngularDriveDamping in all RB_ConstraintInstances within this instance.

AngularForceLimitScale Source code

var const float AngularForceLimitScale;
Scaling factor to AngularDriveForceLimit in all RB_ConstraintInstances within this instance.

AngularSpringScale Source code

var const float AngularSpringScale;
Scaling factor to AngularDriveSpring in all RB_ConstraintInstances within this instance.

bInitBodies Source code

var const bool bInitBodies;
Allows initialization of bodies to be deferred

Bodies Source code

var const instanced array<RB_BodyInstance> Bodies;
Array of RB_BodyInstance objects, storing per-instance state about about each body.

CollisionDisableTable Source code

var const native Map_Mirror CollisionDisableTable;
Table indicating which pairs of bodies have collision disabled between them. Used internally.

Constraints Source code

var const instanced array<RB_ConstraintInstance> Constraints;
Array of RB_ConstraintInstance structs, storing per-instance state about each constraint.

LinearDampingScale Source code

var const float LinearDampingScale;
Scaling factor to LinearDriveDamping in all RB_ConstraintInstances within this instance.

LinearForceLimitScale Source code

var const float LinearForceLimitScale;
Scaling factor to LinearDriveForceLimit in all RB_ConstraintInstances within this instance.

LinearSpringScale Source code

var const float LinearSpringScale;
Scaling factor to LinearDriveSpring in all RB_ConstraintInstances within this instance.

Owner Source code

var const transient Actor Owner;
Actor that owns this PhysicsAsset instance. Filled in by InitInstance, so we don't need to save it.

RootBodyIndex Source code

var const transient int RootBodyIndex;
Index of the 'Root Body', or top body in the asset heirarchy. Used by PHYS_RigidBody to get new location for Actor. Filled in by InitInstance, so we don't need to save it.


Functions Detail

FindBodyInstance Source code

final native function RB_BodyInstance FindBodyInstance ( name BodyName, PhysicsAsset InAsset )
Find instance of the body that matches the name supplied.

FindConstraintInstance Source code

final native function RB_ConstraintInstance FindConstraintInstance ( name ConName, PhysicsAsset InAsset )
Find instance of the constraint that matches the name supplied.

ForceAllBodiesBelowUnfixed Source code

final native function ForceAllBodiesBelowUnfixed ( const out name InBoneName, PhysicsAsset InAsset, SkeletalMeshComponent InSkelMesh, bool InbInstanceAlwaysFullAnimWeight )
Set all of the bones below passed in bone to be UnFixed AND also set the bForceUnfixed flag to TRUE.
@param InbInstanceAlwaysFullAnimWeight whether or not the bones below should be bInstanceAlwaysFullAnimWeight

GetTotalMassBelowBone Source code

final native function float GetTotalMassBelowBone ( name InBoneName, PhysicsAsset InAsset, SkeletalMesh InSkelMesh )
Utility which returns total mass of all bones below the supplied one in the hierarchy (including this one).

SetAllBodiesFixed Source code

final native function SetAllBodiesFixed ( bool bNewFixed )
Fix or unfix all bodies

SetAllMotorsAngularDriveParams Source code

final native function SetAllMotorsAngularDriveParams ( float InSpring, float InDamping, float InForceLimit, optional SkeletalMeshComponent SkelMesh, optional bool bSkipFullAnimWeightBodies )
Set Angular Drive motors params for all constraint instance

SetAllMotorsAngularPositionDrive Source code

final native function SetAllMotorsAngularPositionDrive ( bool bEnableSwingDrive, bool bEnableTwistDrive, optional SkeletalMeshComponent SkelMesh, optional bool bSkipFullAnimWeightBodies )
Enable or Disable AngularPositionDrive

SetAllMotorsAngularVelocityDrive Source code

final native function SetAllMotorsAngularVelocityDrive ( bool bEnableSwingDrive, bool bEnableTwistDrive, SkeletalMeshComponent SkelMeshComp, optional bool bSkipFullAnimWeightBodies )
Enable or Disable AngularVelocityDrive based on a list of bone names

SetAngularDriveScale Source code

final native function SetAngularDriveScale ( float InAngularSpringScale, float InAngularDampingScale, float InAngularForceLimitScale )

SetFullAnimWeightBlockRigidBody Source code

final native function SetFullAnimWeightBlockRigidBody ( bool bNewBlockRigidBody, SkeletalMeshComponent SkelMesh )
Use to toggle collision on particular bodies in the asset.

SetFullAnimWeightBonesFixed Source code

final native function SetFullAnimWeightBonesFixed ( bool bNewFixed, SkeletalMeshComponent SkelMesh )
Allows you to fix/unfix bodies where bAlwaysFullAnimWeight is set to TRUE in the BodySetup.

SetLinearDriveScale Source code

final native function SetLinearDriveScale ( float InLinearSpringScale, float InLinearDampingScale, float InLinearForceLimitScale )
Enable/Disable collision on all bodies below the named bone

SetNamedBodiesBlockRigidBody Source code

final native function SetNamedBodiesBlockRigidBody ( bool bNewBlockRigidBody, Array<Name> BoneNames, SkeletalMeshComponent SkelMesh )
Use to toggle collision on particular bodies in the asset.

SetNamedBodiesFixed Source code

final native function SetNamedBodiesFixed ( bool bNewFixed, Array<Name> BoneNames, SkeletalMeshComponent SkelMesh, optional bool bSetOtherBodiesToComplement, optional bool bSkipFullAnimWeightBodies )
Fix or unfix a list of bodies, by name

SetNamedMotorsAngularPositionDrive Source code

final native function SetNamedMotorsAngularPositionDrive ( bool bEnableSwingDrive, bool bEnableTwistDrive, Array<Name> BoneNames, SkeletalMeshComponent SkelMeshComp, optional bool bSetOtherBodiesToComplement )
Enable or Disable AngularPositionDrive based on a list of bone names

SetNamedMotorsAngularVelocityDrive Source code

final native function SetNamedMotorsAngularVelocityDrive ( bool bEnableSwingDrive, bool bEnableTwistDrive, Array<Name> BoneNames, SkeletalMeshComponent SkelMeshComp, optional bool bSetOtherBodiesToComplement )
Enable or Disable AngularVelocityDrive based on a list of bone names

SetNamedRBBoneSprings Source code

final native function SetNamedRBBoneSprings ( bool bEnable, Array<Name> BoneNames, float InBoneLinearSpring, float InBoneAngularSpring, SkeletalMeshComponent SkelMeshComp )
Use to toggle and set RigidBody angular and linear bone springs (see RB_BodyInstance).


Defaultproperties

defaultproperties
{
	LinearSpringScale=1.0
	LinearDampingScale=1.0
	LinearForceLimitScale=1.0

	AngularSpringScale=1.0
	AngularDampingScale=1.0
	AngularForceLimitScale=1.0

	bInitBodies=true
}

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Creation time: ti 22-3-2011 19:56:55.104 - Created with UnCodeX