1
0
KF2-Dev-Scripts/Engine/Classes/InterpTrackHeadTracking.uc

111 lines
3.6 KiB
Ucode
Raw Permalink Normal View History

2020-12-13 15:01:13 +00:00
class InterpTrackHeadTracking extends InterpTrack
native(Interpolation);
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*
*
* This track implements support for setting or toggling the visibility of the associated actor
*/
cpptext
{
// InterpTrack interface
virtual INT GetNumKeyframes() const;
virtual void GetTimeRange(FLOAT& StartTime, FLOAT& EndTime) const;
virtual FLOAT GetTrackEndTime() const;
virtual FLOAT GetKeyframeTime(INT KeyIndex) const;
virtual INT AddKeyframe(FLOAT Time, UInterpTrackInst* TrInst, EInterpCurveMode InitInterpMode);
virtual INT SetKeyframeTime(INT KeyIndex, FLOAT NewKeyTime, UBOOL bUpdateOrder=true);
virtual void RemoveKeyframe(INT KeyIndex);
virtual INT DuplicateKeyframe(INT KeyIndex, FLOAT NewKeyTime);
virtual UBOOL GetClosestSnapPosition(FLOAT InPosition, TArray<INT> &IgnoreKeys, FLOAT& OutPosition);
virtual void PreviewUpdateTrack(FLOAT NewPosition, UInterpTrackInst* TrInst);
virtual void UpdateTrack(FLOAT NewPosition, UInterpTrackInst* TrInst, UBOOL bJump);
/** Get the name of the class used to help out when adding tracks, keys, etc. in UnrealEd.
* @return String name of the helper class.*/
virtual const FString GetEdHelperClassName() const;
virtual class UMaterial* GetTrackIcon() const;
/** Whether or not this track is allowed to be used on static actors. */
virtual UBOOL AllowStaticActors() { return TRUE; }
virtual void DrawTrack( FCanvas* Canvas, UInterpGroup* Group, const FInterpTrackDrawParams& Params );
private:
/** Update Actor List for look at candidate **/
void UpdateHeadTracking(AActor* Actor, UInterpTrackInst* TrInst, FLOAT DeltaTime);
}
/** HeadTracking actions */
enum EHeadTrackingAction
{
/** Disable Head Tracking */
EHTA_DisableHeadTracking,
/** Enable Head Tracking */
EHTA_EnableHeadTracking,
};
/** Information for one toggle in the track. */
struct native HeadTrackingKey
{
var float Time;
var() EHeadTrackingAction Action;
};
/** Array of keys . */
var array<HeadTrackingKey> HeadTrackingTrack;
/** SkelControlLookAt name in the AnimTree of the SkeletalMesh **/
var() array<name> TrackControllerName;
/** Will pick up actor within this radius **/
var() float LookAtActorRadius;
/** Interp back to zero strength if limit surpassed */
var() bool bDisableBeyondLimit;
/** How long can one person to look at one **/
var() float MaxLookAtTime;
/** At least this time to look at one **/
var() float MinLookAtTime;
/** Once entered the radius, how long do I really care to lok ? This affects rating. It will give benefit to the person who just entered **/
var() float MaxInterestTime;
/** Quick check box for allowing it to look Pawn - due to Pawn not being listed in the Actor class **/
var(Target) bool bLookAtPawns;
/** Actor classes to look at as 0 index being the highest priority if you have anything specific **/
var(Target) array< class<Actor> > ActorClassesToLookAt;
/** Target Bone Names, where to look at - priority from top to bottom, if not found, it will continue search **/
var(Target) array<name> TargetBoneNames;
defaultproperties
{
TrackInstClass=class'Engine.InterpTrackInstHeadTracking'
TrackTitle="HeadTracking"
TrackControllerName.Add("HeadLook")
TrackControllerName.Add("LeftEyeLook")
TrackControllerName.Add("RightEyeLook")
ActorClassesToLookAt.Empty
MinLookAtTime = 3.f
MaxLookAtTime = 5.f
MaxInterestTime = 7.f
LookAtActorRadius = 500.f
bLookAtPawns = TRUE
TargetBoneNames.Empty
TargetBoneNames.Add("b_MF_Head")
TargetBoneNames.Add("b_MF_Neck")
}