UNPKG

unreal.js

Version:

A pak reader for games like VALORANT & Fortnite written in Node.JS

134 lines (133 loc) 6.1 kB
"use strict"; Object.defineProperty(exports, "__esModule", { value: true }); exports.FBodyInstance = exports.FCollisionResponse = exports.FWalkableSlopeOverride = exports.EWalkableSlopeBehavior = exports.FResponseChannel = exports.FCollisionResponseContainer = exports.ECollisionResponse = exports.EDOFMode = exports.ESleepFamily = exports.ECollisionEnabled = void 0; const FBodyInstanceCore_1 = require("./FBodyInstanceCore"); var ECollisionEnabled; (function (ECollisionEnabled) { ECollisionEnabled[ECollisionEnabled["NoCollision"] = 0] = "NoCollision"; ECollisionEnabled[ECollisionEnabled["QueryOnly"] = 1] = "QueryOnly"; ECollisionEnabled[ECollisionEnabled["PhysicsOnly"] = 2] = "PhysicsOnly"; ECollisionEnabled[ECollisionEnabled["QueryAndPhysics"] = 3] = "QueryAndPhysics"; })(ECollisionEnabled = exports.ECollisionEnabled || (exports.ECollisionEnabled = {})); var ESleepFamily; (function (ESleepFamily) { ESleepFamily[ESleepFamily["Normal"] = 0] = "Normal"; ESleepFamily[ESleepFamily["Sensitive"] = 1] = "Sensitive"; ESleepFamily[ESleepFamily["Custom"] = 2] = "Custom"; })(ESleepFamily = exports.ESleepFamily || (exports.ESleepFamily = {})); var EDOFMode; (function (EDOFMode) { EDOFMode[EDOFMode["Default"] = 0] = "Default"; EDOFMode[EDOFMode["SixDOF"] = 1] = "SixDOF"; EDOFMode[EDOFMode["YZPlane"] = 2] = "YZPlane"; EDOFMode[EDOFMode["XZPlane"] = 3] = "XZPlane"; EDOFMode[EDOFMode["XYPlane"] = 4] = "XYPlane"; EDOFMode[EDOFMode["CustomPlane"] = 5] = "CustomPlane"; EDOFMode[EDOFMode["None"] = 6] = "None"; })(EDOFMode = exports.EDOFMode || (exports.EDOFMode = {})); var ECollisionResponse; (function (ECollisionResponse) { ECollisionResponse[ECollisionResponse["ECR_Ignore"] = 0] = "ECR_Ignore"; ECollisionResponse[ECollisionResponse["ECR_Overlap"] = 1] = "ECR_Overlap"; ECollisionResponse[ECollisionResponse["ECR_Block"] = 2] = "ECR_Block"; })(ECollisionResponse = exports.ECollisionResponse || (exports.ECollisionResponse = {})); class FCollisionResponseContainer { constructor() { this.WorldStatic = null; this.WorldDynamic = null; this.Pawn = null; this.Visibility = null; this.Camera = null; this.PhysicsBody = null; this.Vehicle = null; this.Destructible = null; this.EngineTraceChannel1 = null; this.EngineTraceChannel2 = null; this.EngineTraceChannel3 = null; this.EngineTraceChannel4 = null; this.EngineTraceChannel5 = null; this.EngineTraceChannel6 = null; this.GameTraceChannel1 = null; this.GameTraceChannel2 = null; this.GameTraceChannel3 = null; this.GameTraceChannel4 = null; this.GameTraceChannel5 = null; this.GameTraceChannel6 = null; this.GameTraceChannel7 = null; this.GameTraceChannel8 = null; this.GameTraceChannel9 = null; this.GameTraceChannel10 = null; this.GameTraceChannel11 = null; this.GameTraceChannel12 = null; this.GameTraceChannel13 = null; this.GameTraceChannel14 = null; this.GameTraceChannel15 = null; this.GameTraceChannel16 = null; this.GameTraceChannel17 = null; this.GameTraceChannel18 = null; } } exports.FCollisionResponseContainer = FCollisionResponseContainer; class FResponseChannel { } exports.FResponseChannel = FResponseChannel; var EWalkableSlopeBehavior; (function (EWalkableSlopeBehavior) { EWalkableSlopeBehavior[EWalkableSlopeBehavior["WalkableSlope_Default"] = 0] = "WalkableSlope_Default"; EWalkableSlopeBehavior[EWalkableSlopeBehavior["WalkableSlope_Increase"] = 1] = "WalkableSlope_Increase"; EWalkableSlopeBehavior[EWalkableSlopeBehavior["WalkableSlope_Decrease"] = 2] = "WalkableSlope_Decrease"; EWalkableSlopeBehavior[EWalkableSlopeBehavior["WalkableSlope_Unwalkable"] = 3] = "WalkableSlope_Unwalkable"; })(EWalkableSlopeBehavior = exports.EWalkableSlopeBehavior || (exports.EWalkableSlopeBehavior = {})); class FWalkableSlopeOverride { } exports.FWalkableSlopeOverride = FWalkableSlopeOverride; class FCollisionResponse { constructor() { this.ResponseToChannels = null; this.ResponseArray = null; } } exports.FCollisionResponse = FCollisionResponse; class FBodyInstance extends FBodyInstanceCore_1.FBodyInstanceCore { constructor() { super(...arguments); this.ObjectType = null; this.CollisionEnabled = null; this.SleepFamily = null; this.DOFMode = null; this.bUseCCD = null; this.bIgnoreAnalyticCollisions = null; this.bNotifyRigidBodyCollision = null; this.bLockTranslation = null; this.bLockRotation = null; this.bLockXTranslation = null; this.bLockYTranslation = null; this.bLockZTranslation = null; this.bLockXRotation = null; this.bLockYRotation = null; this.bLockZRotation = null; this.bOverrideMaxAngularVelocity = null; this.bOverrideMaxDepenetrationVelocity = null; this.bOverrideWalkableSlopeOnInstance = null; this.bInterpolateWhenSubStepping = null; this.CollisionProfileName = null; this.PositionSolverIterationCount = null; this.VelocitySolverIterationCount = null; this.CollisionResponses = null; this.MaxDepenetrationVelocity = null; this.MassInKgOverride = null; this.LinearDamping = null; this.AngularDamping = null; this.CustomDOFPlaneNormal = null; this.COMNudge = null; this.MassScale = null; this.InertiaTensorScale = null; this.WalkableSlopeOverride = null; this.PhysMaterialOverride = null; this.MaxAngularVelocity = null; this.CustomSleepThresholdMultiplier = null; this.StabilizationThresholdMultiplier = null; this.PhysicsBlendWeight = null; } } exports.FBodyInstance = FBodyInstance;