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

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2020-12-13 15:01:13 +00:00
/**
* skeletal controller that tries to keep a bone within a certain distance of the ground within its constraints
*
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class UDKSkelControl_HugGround extends SkelControlSingleBone
native(Animation)
hidecategories(Translation, Rotation, Adjustment);
/** desired distance from bone to ground */
var() float DesiredGroundDist;
/** maximum distance the bone may be moved from its normal location */
var() float MaxDist;
/** optional name of a bone that the controlled bone will always be rotated towards */
var() name ParentBone;
/** if true, rotate the bone in the opposite direction of the parent instead of in the same direction */
var() bool bOppositeFromParent;
/** if ParentBone is specified and this is greater than zero always keep the controlled bone exactly this many units from it */
var() float XYDistFromParentBone;
var() float ZDistFromParentBone;
/** maximum amount the BoneTranslation may change per second */
var() float MaxTranslationPerSec;
/** time bone transforms were last updated */
var transient float LastUpdateTime;
cpptext
{
virtual void CalculateNewBoneTransforms(INT BoneIndex, USkeletalMeshComponent* SkelComp, TArray<FBoneAtom>& OutBoneTransforms);
}
defaultproperties
{
DesiredGroundDist=60.0
MaxDist=60.0
bApplyTranslation=true
bAddTranslation=true
// bApplyRotation = (ParentBone != 'None')
BoneRotationSpace=BCS_BoneSpace
BoneTranslationSpace=BCS_ActorSpace
bIgnoreWhenNotRendered=true
MaxTranslationPerSec=150.0
}