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Engine.RB_BodySetup


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/**
 * Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
 */
class RB_BodySetup extends KMeshProps
    hidecategories(Object)
    native(Physics);

/** Presets of values used in considering when put this body to sleep. */
enum ESleepFamily
{
    /** Engine defaults. */
    SF_Normal,
    /** A family of values with a lower sleep threshold; good for slower pendulum-like physics. */
    SF_Sensitive,
};

/** The set of values used in considering when put this body to sleep. */
var() ESleepFamily              SleepFamily;

/** Used in the PhysicsAsset case. Associates this Body with Bone in a skeletal mesh. */
var()   editconst name          BoneName;   

/** No dynamics on this body - fixed relative to the world. */
var()   bool                    bFixed; 

/** This body will not collide with anything. */
var()   bool                    bNoCollision;

/** When doing line checks against this PhysicsAsset, this body should return hits with zero-extent (ie line) checks. */
var()   bool                    bBlockZeroExtent;

/** When doing line checks against this PhysicsAsset, this body should return hits with non-zero-extent (ie swept-box) checks. */
var()   bool                    bBlockNonZeroExtent;

/** 
 *  Turn on continuous collision detection for this body.
 *  This should avoid it passing through other objects when moving quickly.
 */
var()   bool                    bEnableContinuousCollisionDetection;

/** 
 *  If true (and bEnableFullAnimWeightBones in SkelMeshComp is true), the physics of this bone will always be blended into the skeletal mesh, regardless of what PhysicsWeight of the SkelMeshComp is. 
 *  This is useful for bones that should always be physics, even when blending physics in and out for hit reactions (eg cloth or pony-tails).
 */
var()   bool                    bAlwaysFullAnimWeight;

/** Physical material to use for this body. Encodes information about density, friction etc. */
var()   PhysicalMaterial        PhysMaterial;

/** 
 *  The mass of a body is calculated automatically based on the volume of the collision geometry and the density specified by the PhysicalMaterial.
 *  This parameters allows you to scale the auto-generated value for this specific body.
 */
var()   float                   MassScale;

/** Cache of physics-engine specific collision shapes at different scales. Physics engines do not normally support per-instance collision shape scaling. */
var     const native array<pointer> CollisionGeom;

/** Scale factors for each CollisionGeom entry. CollisionGeom.Length == CollisionGeomScale3D.Length. */
var     const native array<vector>  CollisionGeomScale3D;


// PRECOOKED COLLISION

/** Scales to pre-cache physics data for this collision at. */
var()   const array<vector>                     PreCachedPhysScale;

/** Script mirror of cached pre-cooked physics data for one convex hull */
struct KCachedConvexDataElement
{
    var native array<byte>                      ConvexElementData;
};

/** Script mittot of cached pre-cooked physics data for this simplified collision */
struct KCachedConvexData
{
    var native array<KCachedConvexDataElement>  CachedConvexElements;
};

/** Array of cached convex physics data. */
var     const native array<KCachedConvexData>   PreCachedPhysData;

/** Version of cached physics data. */
var     const int                               PreCachedPhysDataVersion;

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defaultproperties
{
   bBlockZeroExtent=True
   bBlockNonZeroExtent=True
   MassScale=1.000000
   Name="Default__RB_BodySetup"
   ObjectArchetype=KMeshProps'Engine.Default__KMeshProps'
}

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Class file time: Thu 22/11/2007 16:02:12.000 - Creation time: Mon 26/11/2007 17:41:53.765 - Created with UnCodeX