My program doesn't have bugs. It just develops random features.
Difference between revisions of "UE2:Object structs (UT2004)"
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'''Extends:''' {{tl|Box}} | '''Extends:''' {{tl|Box}} | ||
− | + | A combination of an axis-aligned bounding box and a bounding sphere. | |
− | ; {{tl|Plane}} Sphere : | + | ; {{tl|Plane}} Sphere : The bounding sphere. |
===Box=== | ===Box=== | ||
− | + | 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 : | + | ; [[byte]] IsValid : Whether this bounding box is valid (1) or not (0). |
===Color=== | ===Color=== | ||
− | + | {{main|Color}} | |
− | ; [[byte]] B : | + | An RGB color with alpha (opacity) value. |
− | ; [[byte]] G : | + | ; [[byte]] B : Blue color component. |
− | ; [[byte]] R : | + | ; [[byte]] G : Green color component. |
− | ; [[byte]] A : | + | ; [[byte]] R : Red color component. |
+ | ; [[byte]] A : Alpha value. | ||
===CompressedPosition=== | ===CompressedPosition=== | ||
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===Coords=== | ===Coords=== | ||
− | + | 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 : | + | ; {{tl|Vector}} Origin : The origin of this coordinate system in global coordinates. |
− | ; {{tl|Vector}} XAxis : | + | ; {{tl|Vector}} XAxis : The coordinate system's X axis. |
− | ; {{tl|Vector}} YAxis : | + | ; {{tl|Vector}} YAxis : The coordinate system's Y axis. |
− | ; {{tl|Vector}} ZAxis : | + | ; {{tl|Vector}} ZAxis : The coordinate system's Z axis. |
===FloatBox=== | ===FloatBox=== | ||
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===Matrix=== | ===Matrix=== | ||
− | + | 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 --> | ||
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===Quat=== | ===Quat=== | ||
{{main|Quaternion}} | {{main|Quaternion}} | ||
− | ; [[float]] X : | + | A [[wp:quaternion|quaternion]]. |
− | ; [[float]] Y : | + | ; [[float]] X : The i component of the quaternion. |
− | ; [[float]] Z : | + | ; [[float]] Y : The j component of the quaternion. |
− | ; [[float]] W : | + | ; [[float]] Z : The k component of the quaternion. |
+ | ; [[float]] W : The real component of the quaternion. | ||
===Range=== | ===Range=== | ||
− | + | A range of float values. | |
− | ; [[float]] Min : | + | ; [[float]] Min : Lower bound of the range. |
− | ; [[float]] Max : | + | ; [[float]] Max : Upper bound of the range. |
===RangeVector=== | ===RangeVector=== | ||
− | + | A 3D vector of ranges. | |
− | ; {{tl|Range}} X : | + | ; {{tl|Range}} X : Range of X values. |
− | ; {{tl|Range}} Y : | + | ; {{tl|Range}} Y : Range of Y values. |
− | ; {{tl|Range}} Z : | + | ; {{tl|Range}} Z : Range of Z values. |
===Rotator=== | ===Rotator=== | ||
{{main|Rotator}} | {{main|Rotator}} | ||
− | ; [[int]] Pitch : | + | A 3D rotation value. Components are applied in the order Yaw, Pitch, Roll. |
− | ; [[int]] Yaw : | + | ; [[int]] Pitch : The pitch component. (think nodding for "yes") |
− | ; [[int]] Roll : | + | ; [[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=== | ||
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===TMultiMap=== | ===TMultiMap=== | ||
− | + | 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 --> | ||
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===Vector=== | ===Vector=== | ||
{{main|Vector}} | {{main|Vector}} | ||
− | ; [[float]] X : | + | A 3D vector value. |
− | ; [[float]] Y : | + | ; [[float]] X : The vector's X component. |
− | ; [[float]] Z : | + | ; [[float]] Y : The vector's Y component. |
+ | ; [[float]] Z : The vector's Z component. |
Latest revision as of 01:52, 28 July 2009
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.
Color[edit]
- Main article: Color
An RGB color with alpha (opacity) value.
- byte B
- Blue color component.
- byte G
- Green color component.
- byte R
- Red color component.
- byte A
- 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]
Guid[edit]
IntBox[edit]
InterpCurve[edit]
- array<InterpCurvePoint> Points
InterpCurvePoint[edit]
Matrix[edit]
A 4x4 matrix.
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 W
Quat[edit]
- Main article: Quaternion
A quaternion.
- float X
- The i component of the quaternion.
- float Y
- The j component of the quaternion.
- float Z
- The k component of the quaternion.
- float W
- The real component of the quaternion.
Range[edit]
A range of float values.
RangeVector[edit]
A 3D vector of ranges.
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.