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

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
* When you attach this class, make sure you don't have any other HeadTrackingComponent
* That will create conflict. It will warn if it already has headtrackingcomponent
*/
class HeadTrackingComponent extends ActorComponent
native(Anim);
/** 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 look ? This affects rating. It will give benefit to the person who just entered **/
var() float MaxInterestTime;
/** 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;
/** Actor to look at information **/
struct native ActorToLookAt
{
var Actor Actor;
var float Rating;
var float EnteredTime;
var float LastKnownDistance;
var float StartTimeBeingLookedAt;
var bool CurrentlyBeingLookedAt;
};
/** Array of actor information **/
var private const transient native map{class AActor*,struct FActorToLookAt* } CurrentActorMap;
/** SkeletalMeshComponent who owns this **/
var SkeletalMeshComponent SkeletalMeshComp;
/** Look at control **/
var private transient array<SkelControlLookAt> TrackControls;
/** Cached value for where mesh location/rotation is at this tick **/
var private transient vector RootMeshLocation;
var private transient rotator RootMeshRotation;
cpptext
{
public:
/** Enable/Disable HeadTracking **/
void EnableHeadTracking(UBOOL bEnable);
/**
* Attaches the component to a ParentToWorld transform, owner and scene.
* Requires IsValidComponent() == true.
*/
virtual void Attach();
/**
* Detaches the component from the scene it is in.
* Requires bAttached == true
*
* @param bWillReattach TRUE is passed if Attach will be called immediately afterwards. This can be used to
* preserve state between reattachments.
*/
virtual void Detach( UBOOL bWillReattach = FALSE );
/**
* Updates time dependent state for this component.
* Requires bAttached == true.
* @param DeltaTime - The time since the last tick.
*/
virtual void Tick(FLOAT DeltaTime);
/** Clear list **/
virtual void BeginDestroy();
/** Make sure CurrentActorMap is referenced */
void AddReferencedObjects( TArray<UObject*>& ObjectArray );
private:
/**
* Update Acotr Map
* returns # of actors in the map
*/
INT UpdateActorMap(FLOAT CurrentTime);
/**
* Find Best Candidate from the current listing
*/
FActorToLookAt * FindBestCandidate(FLOAT CurrentTime);
/**
* Update Head Tracking
*/
void UpdateHeadTracking(FLOAT DeltaTime);
/**
* Refresh Head Tracking Skel Control List
*/
void RefreshTrackControls();
}
defaultproperties
{
TrackControllerName.Add("HeadLook")
TrackControllerName.Add("LeftEyeLook")
TrackControllerName.Add("RightEyeLook")
ActorClassesToLookAt.Empty
MinLookAtTime = 3.f
MaxLookAtTime = 5.f
MaxInterestTime = 7.f
LookAtActorRadius = 500.f
TargetBoneNames.Empty
TargetBoneNames.Add("b_MF_Head")
TargetBoneNames.Add("b_MF_Neck")
}