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UE2:SpringForce (U2XMP)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents |
- Package:
- ParticleSystems
- Within class:
- ParticleGenerator
- This class in other games:
- U2
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$Author: Aleiby $ $Date: 3/08/02 9:51a $ $Revision: 3 $ Name: SpringForce.uc Author: Aaron R Leiby Date: 27 March 2000 Description: Simple spring force to connect two particles. How to use this class:
(FrictionForce) too keep things from getting too wild.
Fix ARL: Springs should be evaluated after SlipForces. But we can't do that because currently we are velocity based and need to be evaluated before the LocatorForce -- otherwise we'll never affect the particles' locations until the next tick. SlipForces need to be evaluated after the LocatorForce because their main purpose is to fix the "mistakes" that the locator force makes (thus keeping the particle positions correctly relative to each other).
Solution: Make a spring force that replaces the locator force, and correctly takes occilation into account based on the current velocity.
[edit] Properties
[edit] Property group 'SpringForce'
[edit] ParticleA
Type: Object.ParticleHandle
Modifiers: native
[edit] ParticleB
Type: Object.ParticleHandle
Modifiers: native
Affected particles.
[edit] SpringLength
Type: float
Modifiers: public
Default value: 64.0
[edit] Stiffness
Type: float
Modifiers: public
Spring constant. (Larger values == stiffer spring)
Default value: 0.333333
[edit] Internal variables
[edit] StiffnessPtr
Type: int
Modifiers: const, private
[edit] Default values
| Property | Value |
|---|---|
| Priority | 30.0 |
