Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Animation
Inheritance Hierarchy
- FAnimPhysLimit
- FAnimPhysLinearLimit
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/Animation/AnimPhysicsSolver.h |
| Include | #include "Animation/AnimPhysicsSolver.h" |
Syntax
class FAnimPhysLinearLimit : public FAnimPhysLimit
Variables
| Type | Name | Description | |
|---|---|---|---|
| FVector | FirstPosition | Position of anchor on first object (in first object local space) | |
| float | InverseInertiaImpulse | Cached denominator of the impulse calculation, doesn't change across iterations. | |
| FVector | LimitNormal | Normal along which the limit is applied. | |
| float | Maximumforce | Maximum force this limit can apply along the normal. | |
| float | MinimumForce | Minimum force this limit can apply along the normal. | |
| FVector | SecondPosition | Position of anchor on second object (in second object local space) | |
| float | SumImpulses | Sum of impulses applied. | |
| float | TargetSpeed | Target speed needed to solve the limit. | |
| float | TargetSpeedWithoutBias | Target speed of the limit without bias (force added just to solve limit) | |
| FVector | WorldSpacePosition0 | Cached world space position on body 0. | |
| FVector | WorldSpacePosition1 | Cached world space position on body 1. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
FAnimPhysLinearLimit
(
FAnimPhysRigidBody* InFirstBody, |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | Iter
(
float DetlaTime |
Solve the limit | |
| void | RemoveBias () |
Remove bias added to solve the limit | |
| void |