41 lines
1.1 KiB
Ucode
41 lines
1.1 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class UDKSkelControl_CantileverBeam extends SkelControlLookAt
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native(Animation);
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/** The TargetLocation's goal (e.g. where it wants to be) */
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var vector WorldSpaceGoal;
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/** from the initial bone, where to go to get the starting location for WorldSpaceGoal (in localbonespace) */
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var(LookAt) vector InitialWorldSpaceGoalOffset;
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/** Current Velocity that TargetLocation is travelling at*/
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var vector Velocity;
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var(Spring) float SpringStiffness;
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var(Spring) float SpringDamping;
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/** how much we want the tip of the beam to get of the base velocity */
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var() float PercentBeamVelocityTransfer;
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/** 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) */
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delegate vector EntireBeamVelocity()
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{
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return Vect(0,0,0);
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}
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cpptext
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{
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virtual void TickSkelControl(FLOAT DeltaSeconds, USkeletalMeshComponent* SkelComp);
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}
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defaultproperties
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{
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SpringStiffness=0
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SpringDamping=0
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WorldSpaceGoal=(X=0,Y=0,Z=0)
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Velocity=(X=0,Y=0,Z=0)
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PercentBeamVelocityTransfer = 0.9;
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}
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