44 lines
1.3 KiB
Ucode
44 lines
1.3 KiB
Ucode
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class PhATSkeletalMeshComponent extends SkeletalMeshComponent
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native;
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cpptext
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{
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// UPrimitiveComponent interface.
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virtual void Render(const FSceneView* View, class FPrimitiveDrawInterface* PDI);
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virtual void RenderHitTest(const FSceneView* View,class FPrimitiveDrawInterface* PDI);
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/**
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* Creates a proxy to represent the primitive to the scene manager in the rendering thread.
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* @return The proxy object.
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*/
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virtual FPrimitiveSceneProxy* CreateSceneProxy();
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// PhATSkeletalMeshComponent interface
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void RenderAssetTools(const FSceneView* View, class FPrimitiveDrawInterface* PDI, UBOOL bHitTest);
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void DrawHierarchy(FPrimitiveDrawInterface* PDI, UBOOL bAnimSkel);
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}
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var transient native const pointer PhATPtr;
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/** Mesh-space matrices showing state of just animation (ie before physics) - useful for debugging! */
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var transient native const array<AnimNode.BoneAtom> AnimationSpaceBases;
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defaultproperties
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{
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Begin Object Class=AnimNodeSequence Name=AnimNodeSeq0
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bLooping=true
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End Object
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Animations=AnimNodeSeq0
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bHasPhysicsAssetInstance=false
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bUpdateKinematicBonesFromAnimation=true
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bUpdateJointsFromAnimation=true
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ForcedLodModel=1
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PhysicsWeight=1.0
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RBCollideWithChannels=(Default=TRUE)
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}
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