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KF2-Dev-Scripts/UDKBase/classes/UDKSkelControl_CantileverBeam.uc

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class UDKSkelControl_CantileverBeam extends SkelControlLookAt
native(Animation);
/** The TargetLocation's goal (e.g. where it wants to be) */
var vector WorldSpaceGoal;
/** from the initial bone, where to go to get the starting location for WorldSpaceGoal (in localbonespace) */
var(LookAt) vector InitialWorldSpaceGoalOffset;
/** Current Velocity that TargetLocation is travelling at*/
var vector Velocity;
var(Spring) float SpringStiffness;
var(Spring) float SpringDamping;
/** how much we want the tip of the beam to get of the base velocity */
var() float PercentBeamVelocityTransfer;
/** the speed the entire beam is travelling at. (a delegate for cases like a tank, where we want the whole tank to effect less than the turret moving) */
delegate vector EntireBeamVelocity()
{
return Vect(0,0,0);
}
cpptext
{
virtual void TickSkelControl(FLOAT DeltaSeconds, USkeletalMeshComponent* SkelComp);
}
defaultproperties
{
SpringStiffness=0
SpringDamping=0
WorldSpaceGoal=(X=0,Y=0,Z=0)
Velocity=(X=0,Y=0,Z=0)
PercentBeamVelocityTransfer = 0.9;
}