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proto external void | SetCurrentCommand (AnimPhysCommandScripted pCommand) |
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proto external AnimPhysCommandScripted | GetCommandScripted () |
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proto external TAnimGraphCommand | BindCommand (string pCommandName) |
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proto external TAnimGraphVariable | BindVariableFloat (string pVariableName) |
| binds variable
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proto external TAnimGraphVariable | BindVariableInt (string pVariableName) |
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proto external TAnimGraphVariable | BindVariableBool (string pVariableName) |
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proto external TAnimGraphTag | BindTag (string pTagName) |
| binds tag
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proto external TAnimGraphEvent | BindEvent (string pEventName) |
| binds event
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proto external TAnimGraphPrediction | BindPrediction (string pPredictionName) |
| binds prediction
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proto external void | SetVariableFloat (TAnimGraphVariable varIdx, float value) |
| Functions for setting animation variables and calling animation commands.
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proto external void | SetVariableInt (TAnimGraphVariable varIdx, int value) |
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proto external void | SetVariableBool (TAnimGraphVariable varIdx, bool value) |
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proto external void | CallCommand (TAnimGraphCommand pCmdIndex, int intParam, float floatParam) |
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proto external void | CallCommand4I (TAnimGraphCommand pCmdIndex, int intParam1, int intParam2, int intParam3, int intParam4, float floatParam) |
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proto external bool | PhysicsIsFalling () |
| returns true when character is physically falling
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proto external void | PhysicsEnableGravity (bool pState) |
| enables physics
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proto external void | PhysicsSetStance (int index) |
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proto external void | PhysicsSetCollisionOffset (vector pOff) |
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proto external void | PhysicsGetTransformWS (out vector mat[4]) |
| Returns physical transform in world space.
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proto external void | PhysicsGetTransformLS (out vector mat[4]) |
| Returns physical transform in local space of parent or linked entity.
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proto external void | PhysicsGetParentTransform (out vector mat[4]) |
| Returns physical transform of parent or linked entity.
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proto external bool | PhysicsIsLinked () |
| Returns true if the character is physically linked to another entity.
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proto external IEntity | GetLinkedEntity () |
| Returns linked entity if its found, null if its not found.
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proto external vector | PhysicsGetLocalVelocity () |
| Returns velocity in local space of parent or linked entity.
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proto external vector | PhysicsGetLocalVelocityXZ () |
| Same as method above, y coordinate is zero.
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proto external vector | PhysicsGetLocalYawPitchRoll () |
| Returns (yaw pitch roll) vector in local space of parent or linked entity In degrees.
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bool | OnTicksOnRemoteProxy () |
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proto external void BaseAnimPhysComponent.PhysicsGetTransformWS |
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out vector | mat[4] | ) |
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Returns physical transform in world space.
physics transform API
This new transform API is needed for physically linking with another entity. Linking with another entity means that we are making the another entity our parent, but not in entity hierarchy terms, only in physical terms. The physical movement and transform will work as if the linked entity would be parent in entity hierarchy, but we have more control and don't have the overhead of entity hierarchy. If there is a linked entity, it doesn't mean that owner has a parent in entity hierarchy. All of the methods of this physics transform api were done to work even if the linked entity is not streamed in or is deleted. If the entity is not found, but we are still linked, we use the last known linked entity transformation to prevent distrupting transform changes when streaming in/out. Physical parent transform doesn't have to be the same as the parent's or linked entity transform. We do that to prevent quick character orientation change when linking to an entity. It does make linking transition much simpler for systems that use owner's local transformation. This API should be used if you care about LS of the owner when its linked. If you only care about world transform of the owner, you can use owner's entity API. Use cases of this API should be camera, commands or theoretically any code that works with position/orientation of owner and needs to work in the space of the linked entity.
proto external void BaseAnimPhysComponent.SetVariableFloat |
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TAnimGraphVariable | varIdx, |
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float | value ) |
Functions for setting animation variables and calling animation commands.
It is recommended to, instead of binding and setting the variables directly, use a ScriptedCommand object with a static table, and to set those variables in the PreAnimUpdate function using the functions provideed by ScriptedCommand instead. For an example on how to use those, see SCR_CharacterCommandSwim. Animation variables can also be overwritten by the character commands, as they are evaluated right before animations, leading to manually set values being discarded.