51 lines
1.5 KiB
C++
51 lines
1.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "RigPhysicsData.h"
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#include "Rigs/RigPhysics.h"
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#include "Rigs/RigHierarchyDefines.h"
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#include "Rigs/RigHierarchyComponents.h"
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#include "RigPhysicsSolverComponent.generated.h"
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#define UE_API CONTROLRIGPHYSICS_API
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// A solver coordinates the physical movement of bodies
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USTRUCT(BlueprintType)
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struct FRigPhysicsSolverComponent : public FRigBaseComponent
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{
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public:
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GENERATED_BODY()
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DECLARE_RIG_COMPONENT_METHODS(FRigPhysicsSolverComponent)
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UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = Physics, meta = (ShowOnlyInnerProperties))
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FRigPhysicsSolverSettings SolverSettings;
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UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = Physics, meta = (ShowOnlyInnerProperties))
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FRigPhysicsSimulationSpaceSettings SimulationSpaceSettings;
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// If we have to reset, then we can be told to track the input kinematically for a number of
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// frames - this will be set > 0 and will be decremented each update. When it reaches 0, things
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// can go to the desired simulation state.
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int32 TrackInputCounter = 0;
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UE_API virtual void Save(FArchive& Ar) override;
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UE_API virtual void Load(FArchive& Ar) override;
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#if WITH_EDITOR
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UE_API virtual const FSlateIcon& GetIconForUI() const override;
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#endif
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UE_API virtual void OnAddedToHierarchy(URigHierarchy* InHierarchy, URigHierarchyController* InController) override;
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virtual FName GetDefaultComponentName() const override { return GetDefaultName(); }
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static FName GetDefaultName() { return TEXT("PhysicsSolver"); }
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};
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#undef UE_API
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