/** * Controller that rotates a single bone to 'look at' a given target. * Extends engine functionality to add per-axis rotation limits. * * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class UDKSkelControl_LookAt extends SkelControlLookat native(Animation); cpptext { protected: virtual UBOOL ApplyLookDirectionLimits(FVector& DesiredLookDir, const FVector &CurrentLookDir, INT BoneIndex, USkeletalMeshComponent* SkelComp); public: virtual void TickSkelControl(FLOAT DeltaSeconds, USkeletalMeshComponent* SkelComp); virtual void DrawSkelControl3D(const FSceneView* View, FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* SkelComp, INT BoneIndex); } /** If TRUE, apply limits to specified axis. Ignore limits otherwise. */ var() protected bool bLimitYaw; var() protected bool bLimitPitch; var() protected bool bLimitRoll; /** Angular limits for pitch, roll, yaw, in degrees */ var() protected float YawLimit; var() protected float PitchLimit; var() protected float RollLimit; /** If TRUE, draw cone representing per-axis limits. */ var() protected bool bShowPerAxisLimits; defaultproperties { }