unreal.js
Version:
A pak reader for games like VALORANT & Fortnite written in Node.JS
122 lines (121 loc) • 4.18 kB
TypeScript
import { FBodyInstanceCore } from "./FBodyInstanceCore";
import { FName } from "../../objects/uobject/FName";
import { ECollisionChannel } from "../enums/ECollisionChannel";
import { FVector } from "../../objects/core/math/FVector";
import { FPackageIndex } from "../../objects/uobject/ObjectResource";
export declare enum ECollisionEnabled {
NoCollision = 0,
QueryOnly = 1,
PhysicsOnly = 2,
QueryAndPhysics = 3
}
export declare enum ESleepFamily {
Normal = 0,
Sensitive = 1,
Custom = 2
}
export declare enum EDOFMode {
Default = 0,
SixDOF = 1,
YZPlane = 2,
XZPlane = 3,
XYPlane = 4,
CustomPlane = 5,
None = 6
}
export declare enum ECollisionResponse {
ECR_Ignore = 0,
ECR_Overlap = 1,
ECR_Block = 2
}
export declare class FCollisionResponseContainer {
WorldStatic: ECollisionResponse;
WorldDynamic: ECollisionResponse;
Pawn: ECollisionResponse;
Visibility: ECollisionResponse;
Camera: ECollisionResponse;
PhysicsBody: ECollisionResponse;
Vehicle: ECollisionResponse;
Destructible: ECollisionResponse;
EngineTraceChannel1: ECollisionResponse;
EngineTraceChannel2: ECollisionResponse;
EngineTraceChannel3: ECollisionResponse;
EngineTraceChannel4: ECollisionResponse;
EngineTraceChannel5: ECollisionResponse;
EngineTraceChannel6: ECollisionResponse;
GameTraceChannel1: ECollisionResponse;
GameTraceChannel2: ECollisionResponse;
GameTraceChannel3: ECollisionResponse;
GameTraceChannel4: ECollisionResponse;
GameTraceChannel5: ECollisionResponse;
GameTraceChannel6: ECollisionResponse;
GameTraceChannel7: ECollisionResponse;
GameTraceChannel8: ECollisionResponse;
GameTraceChannel9: ECollisionResponse;
GameTraceChannel10: ECollisionResponse;
GameTraceChannel11: ECollisionResponse;
GameTraceChannel12: ECollisionResponse;
GameTraceChannel13: ECollisionResponse;
GameTraceChannel14: ECollisionResponse;
GameTraceChannel15: ECollisionResponse;
GameTraceChannel16: ECollisionResponse;
GameTraceChannel17: ECollisionResponse;
GameTraceChannel18: ECollisionResponse;
}
export declare class FResponseChannel {
Channel: FName;
Response: ECollisionResponse;
}
export declare enum EWalkableSlopeBehavior {
WalkableSlope_Default = 0,
WalkableSlope_Increase = 1,
WalkableSlope_Decrease = 2,
WalkableSlope_Unwalkable = 3
}
export declare class FWalkableSlopeOverride {
WalkableSlopeBehavior: EWalkableSlopeBehavior;
WalkableSlopeAngle: number;
}
export declare class FCollisionResponse {
ResponseToChannels: FCollisionResponseContainer;
ResponseArray: FResponseChannel[];
}
export declare class FBodyInstance extends FBodyInstanceCore {
ObjectType: ECollisionChannel;
CollisionEnabled: ECollisionEnabled;
SleepFamily: ESleepFamily;
DOFMode: EDOFMode;
bUseCCD: boolean;
bIgnoreAnalyticCollisions: boolean;
bNotifyRigidBodyCollision: boolean;
bLockTranslation: boolean;
bLockRotation: boolean;
bLockXTranslation: boolean;
bLockYTranslation: boolean;
bLockZTranslation: boolean;
bLockXRotation: boolean;
bLockYRotation: boolean;
bLockZRotation: boolean;
bOverrideMaxAngularVelocity: boolean;
bOverrideMaxDepenetrationVelocity: boolean;
bOverrideWalkableSlopeOnInstance: boolean;
bInterpolateWhenSubStepping: boolean;
CollisionProfileName: FName;
PositionSolverIterationCount: number;
VelocitySolverIterationCount: number;
CollisionResponses: FCollisionResponse;
MaxDepenetrationVelocity: number;
MassInKgOverride: number;
LinearDamping: number;
AngularDamping: number;
CustomDOFPlaneNormal: FVector;
COMNudge: FVector;
MassScale: number;
InertiaTensorScale: FVector;
WalkableSlopeOverride: FWalkableSlopeOverride;
PhysMaterialOverride: FPackageIndex;
MaxAngularVelocity: number;
CustomSleepThresholdMultiplier: number;
StabilizationThresholdMultiplier: number;
PhysicsBlendWeight: number;
}