37 lines
1.6 KiB
Ucode
37 lines
1.6 KiB
Ucode
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//=============================================================================
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// KFAnim_TurnInPlace_Rotator
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//=============================================================================
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// Node to to rotate mesh, paired with KFAnim_TurnInPlace
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// This could be done in the TurnInPlace node, except that the TurnInPlace node
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// is often placed after an upper body blend. This rotator component should
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// be placed before blend by bone nodes so that the entire body is effected.
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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//=============================================================================
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// Based on GearAnim_TurnInPlace_Rotator
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// Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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//=============================================================================
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class KFAnim_TurnInPlace_Rotator extends AnimNodeBlendBase
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native(Anim);
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/** Internal cached pointers */
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var const duplicatetransient KFAnim_TurnInPlace TurnInPlaceNode;
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cpptext
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{
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// AnimNode interface
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virtual void PostAnimNodeInstance(UAnimNode* SourceNode, TMap<UAnimNode*,UAnimNode*>& SrcToDestNodeMap);
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virtual void InitAnim(USkeletalMeshComponent* MeshComp, UAnimNodeBlendBase* Parent);
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virtual void GetBoneAtoms(FBoneAtomArray& Atoms, const TArray<BYTE>& DesiredBones, FBoneAtom& RootMotionDelta, INT& bHasRootMotion, FCurveKeyArray& CurveKeys);
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}
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defaultproperties
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{
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Children(0)=(Name="Input",Weight=1.0)
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bFixNumChildren=TRUE
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CategoryDesc = "TurnInPlace"
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}
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