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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Rigid body error correction data. More...
Public Member Functions | |
Functions | |
| FRigidBodyErrorCorrection & | opAssign (FRigidBodyErrorCorrection Other) |
Public Attributes | |
Replication | |
| float32 | PositionLerp |
| How much to directly lerp to the correct position. Generally this should be very low, if not zero. A higher value will increase precision along with jerkiness. | |
| float32 | PingLimit |
| For the purpose of extrapolation, ping will be clamped to this value. | |
| float32 | ErrorPerLinearDifference |
| Error per centimeter. | |
| float32 | ErrorPerAngularDifference |
| Error per degree. | |
| float32 | MaxRestoredStateError |
| Maximum allowable error for a state to be considered "resolved". | |
| float32 | MaxLinearHardSnapDistance |
| float32 | PingExtrapolation |
| Value between 0 and 1 which indicates how much velocity and ping based correction to use. | |
| float32 | AngleLerp |
| How much to directly lerp to the correct angle. | |
| float32 | LinearVelocityCoefficient |
| This is the coefficient k in the differential equation: dx/dt = k ( x_target(t) - x(t) ), which is used to update the velocity in a replication step. | |
| float32 | AngularVelocityCoefficient |
| This is the angular analog to LinearVelocityCoefficient. | |
| float32 | ErrorAccumulationSeconds |
| Number of seconds to remain in a heuristically unresolveable state before hard snapping. | |
| float32 | ErrorAccumulationDistanceSq |
| If the body has moved less than the square root of this amount towards a resolved state in the previous frame, then error may accumulate towards a hard snap. | |
| float32 | ErrorAccumulationSimilarity |
| If the previous error projected onto the current error is greater than this value (indicating "similarity" between states), then error may accumulate towards a hard snap. | |
Rigid body error correction data.
| FRigidBodyErrorCorrection & opAssign | ( | FRigidBodyErrorCorrection | Other | ) |
| float32 AngleLerp |
How much to directly lerp to the correct angle.
| float32 AngularVelocityCoefficient |
This is the angular analog to LinearVelocityCoefficient.
| float32 ErrorAccumulationDistanceSq |
If the body has moved less than the square root of this amount towards a resolved state in the previous frame, then error may accumulate towards a hard snap.
| float32 ErrorAccumulationSeconds |
Number of seconds to remain in a heuristically unresolveable state before hard snapping.
| float32 ErrorAccumulationSimilarity |
If the previous error projected onto the current error is greater than this value (indicating "similarity" between states), then error may accumulate towards a hard snap.
| float32 ErrorPerAngularDifference |
Error per degree.
| float32 ErrorPerLinearDifference |
Error per centimeter.
| float32 LinearVelocityCoefficient |
This is the coefficient k in the differential equation: dx/dt = k ( x_target(t) - x(t) ), which is used to update the velocity in a replication step.
| float32 MaxLinearHardSnapDistance |
| float32 MaxRestoredStateError |
Maximum allowable error for a state to be considered "resolved".
| float32 PingExtrapolation |
Value between 0 and 1 which indicates how much velocity and ping based correction to use.
| float32 PingLimit |
For the purpose of extrapolation, ping will be clamped to this value.
| float32 PositionLerp |
How much to directly lerp to the correct position. Generally this should be very low, if not zero. A higher value will increase precision along with jerkiness.