I love the smell of UnrealEd crashing in the morning. – tarquin
UE2:SpringForce (U2)
- Package:
- ParticleSystems
- Within class:
- ParticleGenerator
- This class in other games:
- U2XMP
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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.
Properties
Property group 'SpringForce'
ParticleA
Type: Object.ParticleHandle
Modifiers: native
ParticleB
Type: Object.ParticleHandle
Modifiers: native
Affected particles.
SpringLength
Type: float
Default value: 64.0
Stiffness
Type: float
Spring constant. (Larger values == stiffer spring)
Default value: 0.333333
Internal variables
StiffnessPtr
Type: int
Modifiers: const
Default values
Property | Value |
---|---|
Priority | 30.0 |