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KF2-Dev-Scripts/Engine/Classes/MorphNodeWeightByBoneRotation.uc

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class MorphNodeWeightByBoneRotation extends MorphNodeWeightBase
dependson(MaterialInstanceConstant,MorphNodeWeightByBoneAngle)
native(Anim);
/**
* This node maps the rotation of a bone (compared to the ref skeleton)
* to a weight scaling morph targets using used defined values.
*/
cpptext
{
virtual void GetActiveMorphs(TArray<FActiveMorph>& OutMorphs);
/** Draw on 3d viewport canvas when node is selected */
virtual void Draw(FViewport* Viewport, FCanvas* Canvas, const FSceneView* View);
virtual void Render(const FSceneView* View, FPrimitiveDrawInterface* PDI);
void DrawDebugCoordSystem(FPrimitiveDrawInterface* PDI, FColor Color, const FBoneAtom& LocalBoneAtom, const FBoneAtom& ParentBoneTransform);
FQuat GetAlignedQuat(INT BoneIndex);
}
// Internal variables
var const transient float Angle;
var const transient float NodeWeight;
/** Bone Name */
var() Name BoneName;
/** Bone Axis to use X, Y or Z */
var() EAxis BoneAxis;
/** Should the bone axis be inverted? */
var() bool bInvertBoneAxis;
/** Array of points translating angles into morph weights */
var() Array<BoneAngleMorph> WeightArray;
// Material Parameter control
var(Material) bool bControlMaterialParameter;
var(Material) INT MaterialSlotId;
var(Material) Name ScalarParameterName;
var transient MaterialInstanceConstant MaterialInstanceConstant;
defaultproperties
{
NodeConns(0)=(ConnName=In)
BoneAxis=AXIS_Y
WeightArray(0)=(Angle=0.f,TargetWeight=0.f)
WeightArray(1)=(Angle=90.f,TargetWeight=1.f)
}