Gah - a solution with more questions. – EntropicLqd

Difference between revisions of "UE3:RB Spring (UDK)"

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{{infobox class
+
{{UE3:RB_Spring (UT3)}}
| package = Engine
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| parent1 = ActorComponent
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| parent2 = Component
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| parent3 = Object
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}}
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{{autogenerated}}
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<!-- enter class description -->
+
 
+
==Properties==
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===Property group 'RB_Spring'===
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====bEnableForceMassRatio====
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'''Type:''' [[bool]]
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Allows you to limit the maximum force applied by spring based on MinBodyMass.
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====DampMaxForce====
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'''Type:''' [[float]]
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Maximum velocity damping force applied between sprung bodies.
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====DampSaturateVel====
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'''Type:''' [[float]]
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Linear velocity (along spring direction) at which damping force is maximum.
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====MaxForceMassRatio====
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'''Type:''' [[float]]
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If bEnableForceMassRatio is true, this is maximum allowed ratio between MinBodyMass and the applied spring force.
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====SpringMaxForce====
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'''Type:''' [[float]]
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Max linear force applied by spring. Multiplied by SpringMaxForceTimeScale before being passed to simulation.
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====SpringMaxForceTimeScale====
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'''Type:''' {{tl|InterpCurveFloat|Object|structs}}
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Allows scaling of spring force over time. Time is zeroed when SetComponents is called,
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and this curve is a scaling of SpringMaxForce over time from then (in seconds).
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'''Default value:'''
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{| class="list defaults"
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! {{tl|InterpCurveFloat||Object structs|Member}}
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! Value
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|-
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| Points
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|
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#
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{| class="list defaults"
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! {{tl|InterpCurvePointFloat||Object structs|Member}}
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! Value
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|-
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| OutVal
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| 1.0
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|}
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|}
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====SpringSaturateDist====
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'''Type:''' [[float]]
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Spring extension at which maximum spring force is applied. Force linear ramps up to this point and is constant beyond it.
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===Internal variables===
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====bInHardware====
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'''Type:''' [[bool]]
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'''[[Variables#Modifiers|Modifiers]]:''' native, const
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Whether we are in the hardware or software scene.
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====BoneName1====
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'''Type:''' [[name]]
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'''[[Variables#Modifiers|Modifiers]]:''' const
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Optional name of bone inside Component1 that spring is attached to (for PhysicsAsset case).
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====BoneName2====
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'''Type:''' [[name]]
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'''[[Variables#Modifiers|Modifiers]]:''' const
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Optional name of bone inside Component2 that spring is attached to (for PhysicsAsset case).
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====Component1====
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'''Type:''' {{cl|PrimitiveComponent}}
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'''[[Variables#Modifiers|Modifiers]]:''' const
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+
<!-- enter variable description -->
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====Component2====
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'''Type:''' {{cl|PrimitiveComponent}}
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'''[[Variables#Modifiers|Modifiers]]:''' const
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PrimitiveComponent attached to other end of this spring.
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====MinBodyMass====
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'''Type:''' [[float]]
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'''[[Variables#Modifiers|Modifiers]]:''' const
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Minimum mass of bodies connected by spring.
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====SceneIndex====
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'''Type:''' [[int]]
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'''[[Variables#Modifiers|Modifiers]]:''' native, const
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Physics scene index.
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====SpringData====
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'''Type:''' [[pointer]]
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'''[[Variables#Modifiers|Modifiers]]:''' native, const
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Internal phyiscs engine use.
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====TimeSinceActivation====
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'''Type:''' [[float]]
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'''[[Variables#Modifiers|Modifiers]]:''' native, const
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Zeroed when SetComponents is called, this indicates the time the spring has been acting.
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===Default values===
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{| class="list defaults"
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! Property
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! Value
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|-
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| {{tl|TickGroup||ActorComponent}}
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| {{tl|ETickingGroup||Object|TG_PreAsyncWork}}
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|}
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==Native functions==
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====Clear====
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{{code|native function '''Clear''' ()}}
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<!-- enter function description -->
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====SetComponents====
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{{code|native function '''SetComponents''' ({{cl|PrimitiveComponent}}&nbsp;'''InComponent1''', [[name]]&nbsp;'''InBoneName1''', {{tl|Vector|Object|structs}}&nbsp;'''Position1''', {{cl|PrimitiveComponent}}&nbsp;'''InComponent2''', [[name]]&nbsp;'''InBoneName2''', {{tl|Vector|Object|structs}}&nbsp;'''Position2''')}}
+
 
+
<!-- enter function description -->
+

Revision as of 06:12, 17 January 2010

UDK Object >> Component >> ActorComponent >> RB_Spring
Package: 
Engine
This class in other games:
UT3

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties

Property group 'RB_Spring'

bEnableForceMassRatio

Type: bool

Allows you to limit the maximum force applied by spring based on MinBodyMass.

DampMaxForce

Type: float

Maximum velocity damping force applied between sprung bodies.

DampSaturateVel

Type: float

Linear velocity (along spring direction) at which damping force is maximum.

MaxForceMassRatio

Type: float

If bEnableForceMassRatio is true, this is maximum allowed ratio between MinBodyMass and the applied spring force.

SpringMaxForce

Type: float

Max linear force applied by spring. Multiplied by SpringMaxForceTimeScale before being passed to simulation.

SpringMaxForceTimeScale

Type: Object.InterpCurveFloat

Allows scaling of spring force over time. Time is zeroed when SetComponents is called, and this curve is a scaling of SpringMaxForce over time from then (in seconds).

Default value:

Member Value
Points
Member Value
OutVal 1.0

SpringSaturateDist

Type: float

Spring extension at which maximum spring force is applied. Force linear ramps up to this point and is constant beyond it.

Internal variables

bInHardware

Type: bool

Modifiers: native, const

Whether we are in the hardware or software scene.

BoneName1

Type: name

Modifiers: const

Optional name of bone inside Component1 that spring is attached to (for PhysicsAsset case).

BoneName2

Type: name

Modifiers: const

Optional name of bone inside Component2 that spring is attached to (for PhysicsAsset case).

Component1

Type: PrimitiveComponent

Modifiers: const

PrimitiveComponent attached to one end of this spring.

Component2

Type: PrimitiveComponent

Modifiers: const

PrimitiveComponent attached to other end of this spring.

MinBodyMass

Type: float

Modifiers: const

Minimum mass of bodies connected by spring.

SceneIndex

Type: int

Modifiers: native, const

Physics scene index.

SpringData

Type: pointer

Modifiers: native, const

Internal phyiscs engine use.

TimeSinceActivation

Type: float

Modifiers: native, const

Zeroed when SetComponents is called, this indicates the time the spring has been acting.

Default values

Property Value
TickGroup TG_PreAsyncWork

Native functions

Clear

native function Clear ()


SetComponents

native function SetComponents (PrimitiveComponent InComponent1, name InBoneName1, Object.Vector Position1, PrimitiveComponent InComponent2, name InBoneName2, Object.Vector Position2)