53 lines
1.7 KiB
Ucode
53 lines
1.7 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 UDKAnimNodeCopyBoneTranslation extends AnimNodeBlendBase
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native(Animation);
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/** Structure for duplicating bone information */
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struct native BoneCopyInfo
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{
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var() Name SrcBoneName;
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var() Name DstBoneName;
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var const INT SrcBoneIndex;
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var const INT DstBoneIndex;
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};
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var AnimNodeAimOffset CachedAimNode;
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var name OldAimProfileName;
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var() Array<BoneCopyInfo> DefaultBoneCopyArray;
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var() Array<BoneCopyInfo> DualWieldBoneCopyArray;
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var Array<BoneCopyInfo> ActiveBoneCopyArray;
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/** Internal, array of required bones. Selected bones and their parents for local to component space transformation. */
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var Array<byte> RequiredBones;
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/** Cached list of UDKAnimNodeSeqWeap nodes - this node will call WeapTypeChanged when weapon type changes. */
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var Array<UDKAnimNodeSeqWeap> SeqWeaps;
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/** Cached list of UDKAnimBlendByWeapType nodes - this node will call WeapTypeChanged when weapon type changes. */
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var Array<UDKAnimBlendByWeapType> WeapTypeBlends;
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cpptext
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{
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// UObject interface
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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/** Update cached list of required bones, use to transform skeleton from parent space to component space. */
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void UpdateListOfRequiredBones(FName AimProfileName);
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// AnimNode interface
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virtual void InitAnim(USkeletalMeshComponent* MeshComp, UAnimNodeBlendBase* Parent);
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virtual void TickAnim(FLOAT DeltaSeconds);
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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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}
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