class VPhysXJoint_t
{
public:
uint16 m_nType;
uint16 m_nBody1;
uint16 m_nBody2;
uint16 m_nFlags;
CTransform m_Frame1;
CTransform m_Frame2;
bool m_bEnableCollision;
bool m_bIsLinearConstraintDisabled;
bool m_bIsAngularConstraintDisabled;
bool m_bEnableLinearLimit;
VPhysXRange_t m_LinearLimit;
bool m_bEnableLinearMotor;
Vector m_vLinearTargetVelocity;
float32 m_flMaxForce;
bool m_bEnableSwingLimit;
VPhysXRange_t m_SwingLimit;
bool m_bEnableTwistLimit;
VPhysXRange_t m_TwistLimit;
bool m_bEnableAngularMotor;
Vector m_vAngularTargetVelocity;
float32 m_flMaxTorque;
float32 m_flLinearFrequency;
float32 m_flLinearDampingRatio;
float32 m_flAngularFrequency;
float32 m_flAngularDampingRatio;
float32 m_flFriction;
float32 m_flElasticity;
float32 m_flElasticDamping;
float32 m_flPlasticity;
CUtlString m_Tag;
};
KV3 Class Defaults
{
m_nType = 0
m_nBody1 = 0
m_nBody2 = 0
m_nFlags = 0
m_Frame1 =
[
0.0, 0.0, 0.0, 1.0,
0.0, 0.0, 0.0, 1.0,
]
m_Frame2 =
[
0.0, 0.0, 0.0, 1.0,
0.0, 0.0, 0.0, 1.0,
]
m_bEnableCollision = false
m_bIsLinearConstraintDisabled = false
m_bIsAngularConstraintDisabled = false
m_bEnableLinearLimit = false
m_LinearLimit =
{
m_flMin = 0.0
m_flMax = 0.0
}
m_bEnableLinearMotor = false
m_vLinearTargetVelocity = [ 0.0, 0.0, 0.0 ]
m_flMaxForce = 0.0
m_bEnableSwingLimit = false
m_SwingLimit =
{
m_flMin = 0.0
m_flMax = 0.0
}
m_bEnableTwistLimit = false
m_TwistLimit =
{
m_flMin = 0.0
m_flMax = 0.0
}
m_bEnableAngularMotor = false
m_vAngularTargetVelocity = [ 0.0, 0.0, 0.0 ]
m_flMaxTorque = 0.0
m_flLinearFrequency = 0.0
m_flLinearDampingRatio = 0.0
m_flAngularFrequency = 0.0
m_flAngularDampingRatio = 0.0
m_flFriction = 0.0
m_flElasticity = 0.0
m_flElasticDamping = 0.0
m_flPlasticity = 0.0
m_Tag = ""
}