Skip to content
Snippets Groups Projects
Commit 87b8f9e9 authored by ttl269's avatar ttl269 Committed by neomonkeus
Browse files

added PrismaticConstraint to SubConstraints

1. Added PrismaticConstraint to list of available constraints in SubConstraint
2. Previously added enum "ConstraintType" renamed to "hkConstraintType"
parent b9d01090
No related branches found
No related tags found
No related merge requests found
......@@ -986,11 +986,12 @@
<option value="16" name="Tangents_Bitangents">Has Tangents and Bitangents Vectors.</option>
</enum>
<enum name="ConstraintType" storage="uint">
<enum name="hkConstraintType" storage="uint">
The type of constraint.
<option value="0" name="BallAndSocket">A ball and socket constraint.</option>
<option value="1" name="Hinge">A hinge constraint.</option>
<option value="2" name="Limited Hinge">A limited hinge constraint.</option>
<option value="6" name="Prismatic">A prismatic constraint.</option>
<option value="7" name="Ragdoll">A ragdoll constraint.</option>
<option value="8" name="StiffSpring">A stiff spring constraint.</option>
<!-- <option value="10" name="Generic">A generic constraint.</option>-->
......@@ -1743,6 +1744,32 @@
<add name="Unknown Int 1" type="uint">Unknown</add>
</compound>
<compound name="PrismaticDescriptor">
<!-- Oblivion -->
<add name="Pivot A" type="Vector4" ver2="20.0.0.5">Pivot A.</add>
<add name="Rotation Matrix A" type="Vector4" arr1="4" ver2="20.0.0.5">4x4 rotation matrix, rotates the child entity.</add>
<add name="Pivot B" type="Vector4" ver2="20.0.0.5">Pivot B.</add>
<add name="Sliding B" type="Vector4" ver2="20.0.0.5">Describes the axis the object is able to travel along. Unit vector.</add>
<add name="Plane B" type="Vector4" ver2="20.0.0.5">Plane normal. Describes the plane the object is able to move on.</add>
<!-- Fallout 3 -->
<add name="Sliding A" type="Vector4" ver1="20.2.0.7">Describes the axis the object is able to travel along. Unit vector.</add>
<add name="Rotation A" type="Vector4" ver1="20.2.0.7">Rotation axis.</add>
<add name="Plane A" type="Vector4" ver1="20.2.0.7">Plane normal. Describes the plane the object is able to move on.</add>
<add name="Pivot A" type="Vector4" ver1="20.2.0.7">Pivot.</add>
<add name="Sliding B" type="Vector4" ver1="20.2.0.7">Describes the axis the object is able to travel along in B coordinates. Unit vector.</add>
<add name="Rotation B" type="Vector4" ver1="20.2.0.7">Rotation axis.</add>
<add name="Plane B" type="Vector4" ver1="20.2.0.7">Plane normal. Describes the plane the object is able to move on in B coordinates.</add>
<add name="Pivot B" type="Vector4" ver1="20.2.0.7">Pivot in B coordinates.</add>
<add name="Min Distance" type="float">Describe the min distance the object is able to travel.</add>
<add name="Max Distance" type="float">Describe the max distance the object is able to travel.</add>
<add name="Friction" type="float" >Friction.</add>
<add name="Unknown Byte 1" type="byte" ver1="20.2.0.7" default="0">Unknown. Do not set this to anything over 0 as it will crash the game.</add>
</compound>
<compound name="StiffSpringDescriptor">
<add name="Pivot A" type="Vector4">Pivot A.</add>
<add name="Pivot B" type="Vector4">Pivot B.</add>
......@@ -1935,13 +1962,14 @@
</compound>
<compound name="SubConstraint">
<add name="Type" type="ConstraintType">Type of constraint.</add>
<add name="Type" type="hkConstraintType">Type of constraint.</add>
<add name="Num Entities" type="uint">Usually 2. Number of bodies affected by this constraint.</add>
<add name="Entities" type="Ptr" template="bhkEntity" arr1="Num Entities">Usually NONE. The entities affected by this constraint.</add>
<add name="Priority" type="uint" default="1">Usually 1. Higher values indicate higher priority of this constraint?</add>
<add name="Ball and Socket" type="BallAndSocketDescriptor" cond="Type == 0" />
<add name="Hinge" type="HingeDescriptor" cond="Type == 1" />
<add name="Limited Hinge" type="LimitedHingeDescriptor" cond="Type == 2" />
<add name="Prismatic" type="PrismaticDescriptor" cond="Type == 6" />
<add name="Ragdoll" type="RagdollDescriptor" cond="Type == 7" />
<add name="StiffSpring" type="StiffSpringDescriptor" cond="Type == 8" />
</compound>
......@@ -2166,30 +2194,7 @@
<niobject name="bhkPrismaticConstraint" abstract="0" inherit="bhkConstraint">
A prismatic constraint.
<!-- Oblivion -->
<add name="Pivot A" type="Vector4" ver2="20.0.0.5">Pivot A.</add>
<add name="Rotation Matrix A" type="Vector4" arr1="4" ver2="20.0.0.5">4x4 rotation matrix, rotates the child entity.</add>
<add name="Pivot B" type="Vector4" ver2="20.0.0.5">Pivot B.</add>
<add name="Sliding B" type="Vector4" ver2="20.0.0.5">Describes the axis the object is able to travel along. Unit vector.</add>
<add name="Plane B" type="Vector4" ver2="20.0.0.5">Plane normal. Describes the plane the object is able to move on.</add>
<!-- Fallout 3 -->
<add name="Sliding A" type="Vector4" ver1="20.2.0.7">Describes the axis the object is able to travel along. Unit vector.</add>
<add name="Rotation A" type="Vector4" ver1="20.2.0.7">Rotation axis.</add>
<add name="Plane A" type="Vector4" ver1="20.2.0.7">Plane normal. Describes the plane the object is able to move on.</add>
<add name="Pivot A" type="Vector4" ver1="20.2.0.7">Pivot.</add>
<add name="Sliding B" type="Vector4" ver1="20.2.0.7">Describes the axis the object is able to travel along in B coordinates. Unit vector.</add>
<add name="Rotation B" type="Vector4" ver1="20.2.0.7">Rotation axis.</add>
<add name="Plane B" type="Vector4" ver1="20.2.0.7">Plane normal. Describes the plane the object is able to move on in B coordinates.</add>
<add name="Pivot B" type="Vector4" ver1="20.2.0.7">Pivot in B coordinates.</add>
<add name="Min Distance" type="float">Describe the min distance the object is able to travel.</add>
<add name="Max Distance" type="float">Describe the max distance the object is able to travel.</add>
<add name="Friction" type="float" >Friction.</add>
<add name="Unknown Byte 1" type="byte" ver1="20.2.0.7" default="0">Unknown. Do not set this to anything over 0 as it will crash the game.</add>
<add name="Prismatic" type="PrismaticDescriptor">Describes a prismatic constraint</add>
</niobject>
<niobject name="bhkHingeConstraint" abstract="0" inherit="bhkConstraint">
......
0% Loading or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment