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

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class UDKSkelControl_TurretConstrained extends SkelControlSingleBone
native(Animation);
var(Constraint) bool bConstrainPitch;
var(Constraint) bool bConstrainYaw;
var(Constraint) bool bConstrainRoll;
var(Constraint) bool bInvertPitch;
var(Constraint) bool bInvertYaw;
var(Constraint) bool bInvertRoll;
struct native TurretConstraintData
{
var() int PitchConstraint;
var() int YawConstraint;
var() int RollConstraint;
};
var(Constraint) TurretConstraintData MaxAngle; // Max. angle in Degrees
var(Constraint) TurretConstraintData MinAngle; // Min. angle in Degrees
/**
* Allow each turret to have various steps in which to contrain the data.
*/
struct native TurretStepData
{
var() int StepStartAngle;
var() int StepEndAngle;
var() TurretConstraintData MaxAngle;
var() TurretConstraintData MinAngle;
};
var(Constraints) array<TurretStepData> Steps;
var(Turret) float LagDegreesPerSecond;
var(Turret) float PitchSpeedScale;
var(Turret) rotator DesiredBoneRotation;
/** If true, this turret won't update if the seat it is associated with is firing */
var(Turret) bool bFixedWhenFiring;
/** The Seat Index this control is associated with */
var(Turret) int AssociatedSeatIndex;
/** If true, this turret will reset to 0,0,0 when there isn't a driver */
var(Turret) bool bResetWhenUnattended;
var bool bIsInMotion;
/** This is the world space rotation after constraints have been applied
* We set Bone rotation to this value by default in GetAffectedBones
*/
var transient Rotator ConstrainedBoneRotation;
cpptext
{
/** handles constraining the passed in local space rotator based on the turret's parameters */
FRotator GetClampedLocalDesiredRotation(const FRotator& UnclampedLocalDesired);
virtual void TickSkelControl(FLOAT DeltaSeconds, USkeletalMeshComponent* SkelComp);
}
delegate OnTurretStatusChange(bool bIsMoving);
/** Initialises turret, so its current direction is the way it wants to point. */
native final function InitTurret(Rotator InitRot, SkeletalMeshComponent SkelComp);
/** @return if the given pitch would be limited by this controller */
native final function bool WouldConstrainPitch(int TestPitch, SkeletalMeshComponent SkelComp);
defaultproperties
{
bConstrainPitch=false;
bConstrainYaw=false;
bConstrainRoll=false;
LagDegreesPerSecond=360
PitchSpeedScale=1.0
bApplyRotation=true
BoneRotationSpace=BCS_ActorSpace
bIsInMotion=false
}