My program doesn't have bugs. It just develops random features.

Difference between revisions of "UE2:Object structs (UT2004)"

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m (added missing descriptions)
 
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'''Extends:''' {{tl|Box}}
 
'''Extends:''' {{tl|Box}}
  
<!-- enter struct description -->
+
A combination of an axis-aligned bounding box and a bounding sphere.
; {{tl|Plane}} Sphere : <!-- enter variable description -->
+
; {{tl|Plane}} Sphere : The bounding sphere.
  
 
===Box===
 
===Box===
<!-- enter struct description -->
+
An axis-aligned bounding box.
 
; {{tl|Vector}} Min : <!-- enter variable description -->
 
; {{tl|Vector}} Min : <!-- enter variable description -->
 
; {{tl|Vector}} Max : <!-- enter variable description -->
 
; {{tl|Vector}} Max : <!-- enter variable description -->
; [[byte]] IsValid : <!-- enter variable description -->
+
; [[byte]] IsValid : Whether this bounding box is valid (1) or not (0).
  
 
===Color===
 
===Color===
<!-- enter struct description -->
+
{{main|Color}}
; [[byte]] B : <!-- enter variable description -->
+
An RGB color with alpha (opacity) value.
; [[byte]] G : <!-- enter variable description -->
+
; [[byte]] B : Blue color component.
; [[byte]] R : <!-- enter variable description -->
+
; [[byte]] G : Green color component.
; [[byte]] A : <!-- enter variable description -->
+
; [[byte]] R : Red color component.
 +
; [[byte]] A : Alpha value.
  
 
===CompressedPosition===
 
===CompressedPosition===
Line 31: Line 32:
  
 
===Coords===
 
===Coords===
<!-- enter struct description -->
+
A coordinate system. Usually the X, Y and Z axes are perpendicular to each other so that in the coordinate system X faces forward, Y faces right and Z faces up.
; {{tl|Vector}} Origin : <!-- enter variable description -->
+
; {{tl|Vector}} Origin : The origin of this coordinate system in global coordinates.
; {{tl|Vector}} XAxis : <!-- enter variable description -->
+
; {{tl|Vector}} XAxis : The coordinate system's X axis.
; {{tl|Vector}} YAxis : <!-- enter variable description -->
+
; {{tl|Vector}} YAxis : The coordinate system's Y axis.
; {{tl|Vector}} ZAxis : <!-- enter variable description -->
+
; {{tl|Vector}} ZAxis : The coordinate system's Z axis.
  
 
===FloatBox===
 
===FloatBox===
Line 68: Line 69:
  
 
===Matrix===
 
===Matrix===
<!-- enter struct description -->
+
A 4x4 matrix.
 
; {{tl|Plane}} XPlane : <!-- enter variable description -->
 
; {{tl|Plane}} XPlane : <!-- enter variable description -->
 
; {{tl|Plane}} YPlane : <!-- enter variable description -->
 
; {{tl|Plane}} YPlane : <!-- enter variable description -->
Line 82: Line 83:
 
===Quat===
 
===Quat===
 
{{main|Quaternion}}
 
{{main|Quaternion}}
; [[float]] X : <!-- enter variable description -->
+
A [[wp:quaternion|quaternion]].
; [[float]] Y : <!-- enter variable description -->
+
; [[float]] X : The i component of the quaternion.
; [[float]] Z : <!-- enter variable description -->
+
; [[float]] Y : The j component of the quaternion.
; [[float]] W : <!-- enter variable description -->
+
; [[float]] Z : The k component of the quaternion.
 +
; [[float]] W : The real component of the quaternion.
  
 
===Range===
 
===Range===
<!-- enter struct description -->
+
A range of float values.
; [[float]] Min : <!-- enter variable description -->
+
; [[float]] Min : Lower bound of the range.
; [[float]] Max : <!-- enter variable description -->
+
; [[float]] Max : Upper bound of the range.
  
 
===RangeVector===
 
===RangeVector===
<!-- enter struct description -->
+
A 3D vector of ranges.
; {{tl|Range}} X : <!-- enter variable description -->
+
; {{tl|Range}} X : Range of X values.
; {{tl|Range}} Y : <!-- enter variable description -->
+
; {{tl|Range}} Y : Range of Y values.
; {{tl|Range}} Z : <!-- enter variable description -->
+
; {{tl|Range}} Z : Range of Z values.
  
 
===Rotator===
 
===Rotator===
 
{{main|Rotator}}
 
{{main|Rotator}}
; [[int]] Pitch : <!-- enter variable description -->
+
A 3D rotation value. Components are applied in the order Yaw, Pitch, Roll.
; [[int]] Yaw : <!-- enter variable description -->
+
; [[int]] Pitch : The pitch component. (think nodding for "yes")
; [[int]] Roll : <!-- enter variable description -->
+
; [[int]] Yaw : The yaw component. (think shaking the head for "no")
 +
; [[int]] Roll : The roll component. (think tilting your head left and right for "not sure")
  
 
===Scale===
 
===Scale===
Line 111: Line 114:
  
 
===TMultiMap===
 
===TMultiMap===
<!-- enter struct description -->
+
A "mirror struct" for native multi-map properties. Maps are not available in [[UnrealScript]].
 
; [[pointer]] FArray_Data : <!-- enter variable description -->
 
; [[pointer]] FArray_Data : <!-- enter variable description -->
 
; [[int]] FArray_ArrayNum : <!-- enter variable description -->
 
; [[int]] FArray_ArrayNum : <!-- enter variable description -->
Line 120: Line 123:
 
===Vector===
 
===Vector===
 
{{main|Vector}}
 
{{main|Vector}}
; [[float]] X : <!-- enter variable description -->
+
A 3D vector value.
; [[float]] Y : <!-- enter variable description -->
+
; [[float]] X : The vector's X component.
; [[float]] Z : <!-- enter variable description -->
+
; [[float]] Y : The vector's Y component.
 +
; [[float]] Z : The vector's Z component.

Latest revision as of 01:52, 28 July 2009

UT2004 Object (structs)
Object structs in other games:
RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003, UT3, UDK
Other member categories for this class:
operators, static native functions


Structs[edit]

BoundingVolume[edit]

Extends: Box

A combination of an axis-aligned bounding box and a bounding sphere.

Plane Sphere 
The bounding sphere.

Box[edit]

An axis-aligned bounding box.

Vector Min 
Vector Max 
byte IsValid 
Whether this bounding box is valid (1) or not (0).

Color[edit]

Main article: Color

An RGB color with alpha (opacity) value.

byte
Blue color component.
byte
Green color component.
byte
Red color component.
byte
Alpha value.

CompressedPosition[edit]

A combined player movement state with special handling during replication.

Vector Location 
Player location.
Rotator Rotation 
Player rotation, Roll component is not replicated.
Vector Velocity 
Player velocity.

Coords[edit]

A coordinate system. Usually the X, Y and Z axes are perpendicular to each other so that in the coordinate system X faces forward, Y faces right and Z faces up.

Vector Origin 
The origin of this coordinate system in global coordinates.
Vector XAxis 
The coordinate system's X axis.
Vector YAxis 
The coordinate system's Y axis.
Vector ZAxis 
The coordinate system's Z axis.

FloatBox[edit]

float X1 
float Y1 
float X2 
float Y2 

Guid[edit]

int
int
int
int

IntBox[edit]

int X1 
int Y1 
int X2 
int Y2 

InterpCurve[edit]

array<InterpCurvePoint> Points 

InterpCurvePoint[edit]

float InVal 
float OutVal 

Matrix[edit]

A 4x4 matrix.

Plane XPlane 
Plane YPlane 
Plane ZPlane 
Plane WPlane 

Plane[edit]

Extends: Vector

Describes a plane using X/Y/Z as normal vector and W as distance from origin or a sphere using X/Y/Z as center location and W as radius. Note that components are rounded for replication, so Plane values actually describing a plane may need their X/Y/Z values multiplied by a larger value prior to replication, similar to vectors.

float

Quat[edit]

Main article: Quaternion

A quaternion.

float
The i component of the quaternion.
float
The j component of the quaternion.
float
The k component of the quaternion.
float
The real component of the quaternion.

Range[edit]

A range of float values.

float Min 
Lower bound of the range.
float Max 
Upper bound of the range.

RangeVector[edit]

A 3D vector of ranges.

Range
Range of X values.
Range
Range of Y values.
Range
Range of Z values.

Rotator[edit]

Main article: Rotator

A 3D rotation value. Components are applied in the order Yaw, Pitch, Roll.

int Pitch 
The pitch component. (think nodding for "yes")
int Yaw 
The yaw component. (think shaking the head for "no")
int Roll 
The roll component. (think tilting your head left and right for "not sure")

Scale[edit]

Vector Scale 
float SheerRate 
ESheerAxis SheerAxis 

TMultiMap[edit]

A "mirror struct" for native multi-map properties. Maps are not available in UnrealScript.

pointer FArray_Data 
int FArray_ArrayNum 
int FArray_ArrayMax 
pointer TMapBase_Hash 
int TMapBase_HashCount 

Vector[edit]

Main article: Vector

A 3D vector value.

float
The vector's X component.
float
The vector's Y component.
float
The vector's Z component.