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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Stores info on the type of motor that will be used for a given bone. More...
Public Member Functions | |
Functions | |
| bool | GetbIsLocalSimulation () const |
| Whether the drive targets are in world space or local. | |
| void | SetbIsLocalSimulation (bool Value) |
| Whether the drive targets are in world space or local. | |
| FPhysicalAnimationData & | opAssign (FPhysicalAnimationData Other) |
Public Attributes | |
PhysicalAnimation | |
| float32 | AngularVelocityStrength |
| The strength used to correct angular velocity error. | |
| float32 | PositionStrength |
| The strength used to correct linear position error. Only used for non-local simulation. | |
| float32 | VelocityStrength |
| The strength used to correct linear velocity error. Only used for non-local simulation. | |
| float32 | MaxLinearForce |
| The max force used to correct linear errors. | |
| float32 | MaxAngularForce |
| The max force used to correct angular errors. | |
| float32 | OrientationStrength |
| The strength used to correct orientation error. | |
Variables | |
| bool | bIsLocalSimulation |
Stores info on the type of motor that will be used for a given bone.
| bool GetbIsLocalSimulation | ( | ) | const |
Whether the drive targets are in world space or local.
| FPhysicalAnimationData & opAssign | ( | FPhysicalAnimationData | Other | ) |
| void SetbIsLocalSimulation | ( | bool | Value | ) |
Whether the drive targets are in world space or local.
| float32 AngularVelocityStrength |
The strength used to correct angular velocity error.
| bool bIsLocalSimulation |
| float32 MaxAngularForce |
The max force used to correct angular errors.
| float32 MaxLinearForce |
The max force used to correct linear errors.
| float32 OrientationStrength |
The strength used to correct orientation error.
| float32 PositionStrength |
The strength used to correct linear position error. Only used for non-local simulation.
| float32 VelocityStrength |
The strength used to correct linear velocity error. Only used for non-local simulation.