35 lines
1.0 KiB
Ucode
35 lines
1.0 KiB
Ucode
/**
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* skeletal controller that locks one or more components of the bone's rotation to a specified value
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*
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class UDKSkelControl_LockRotation extends SkelControlBase
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native(Animation);
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/** which components of the bone rotation to affect */
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var() bool bLockPitch, bLockYaw, bLockRoll;
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/** the rotation to lock to */
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var() rotator LockRotation;
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/** the maximum amount the original rotation can be altered to reach LockRotation */
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var() rotator MaxDelta;
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/** the space that rotation is in */
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var() EBoneControlSpace LockRotationSpace;
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/** name of bone used if LockRotationSpace is BCS_OtherBoneSpace */
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var() name RotationSpaceBoneName;
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cpptext
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{
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virtual void GetAffectedBones(INT BoneIndex, USkeletalMeshComponent* SkelComp, TArray<INT>& OutBoneIndices);
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virtual void CalculateNewBoneTransforms(INT BoneIndex, USkeletalMeshComponent* SkelComp, TArray<FBoneAtom>& OutBoneTransforms);
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}
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defaultproperties
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{
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MaxDelta=(Pitch=65535,Yaw=65535,Roll=65535)
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}
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