//----------------------------------------------------------------------------- // SetAngularDamping //----------------------------------------------------------------------------- void CPhysicObj::SetAngularDamping (float fAngularDamp) { assert( m_bActivated ); int nNumParts = GetNumParts(); for (int i = 0; i < nNumParts; i++) { SetAngularDamping (fAngularDamp, i); } }
void Player::Start() { IsTrigger(true); SetGravity(0.0f); SetVelocity(0.0f,0.0f); SetFriction(0.1f); SetDamping(1.0f); SetAngularDamping(1.5f); lives = 3; SetState(NormalState); lookAtPoint = Vector2(2.0f, 2.0f); speed = 7.0f; firstFire = true; }
BipedDef::BipedDef() { SetMotorTorque(2.0f); SetMotorSpeed(0.0f); SetDensity(20.0f); SetRestitution(0.0f); SetLinearDamping(0.0f); SetAngularDamping(0.005f); SetGroupIndex(--count); EnableMotor(); EnableLimit(); DefaultVertices(); DefaultPositions(); DefaultJoints(); LFootPoly.friction = RFootPoly.friction = 0.85f; }
UFlareAsteroidComponent::UFlareAsteroidComponent(const class FObjectInitializer& PCIP) : Super(PCIP) { // Mesh data bTraceComplexOnMove = true; SetSimulatePhysics(true); SetLinearDamping(0); SetAngularDamping(0); // FX static ConstructorHelpers::FObjectFinder<UParticleSystem> IceEffectTemplateObj(TEXT("/Game/Master/Particles/PS_IceEffect.PS_IceEffect")); static ConstructorHelpers::FObjectFinder<UParticleSystem> DustEffectTemplateObj(TEXT("/Game/Master/Particles/PS_DustEffect.PS_DustEffect")); IceEffectTemplate = IceEffectTemplateObj.Object; DustEffectTemplate = DustEffectTemplateObj.Object; // Settings PrimaryComponentTick.bCanEverTick = true; IsIcyAsteroid = true; EffectsCount = FMath::RandRange(2, 5); EffectsScale = 0.05; EffectsUpdatePeriod = 0.5f; EffectsUpdateTimer = 0; }