59 lines
2.0 KiB
Ucode
59 lines
2.0 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*
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* Allows a chain of bones to 'trail' behind its head.
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*/
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class SkelControlTrail extends SkelControlBase
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native(Anim);
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cpptext
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{
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// USkelControlBase interface
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virtual void TickSkelControl(FLOAT DeltaSeconds, USkeletalMeshComponent* SkelComp);
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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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/** Number of bones above the active one in the hierarchy to modify. */
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var(Trail) int ChainLength;
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/** Axis of the bones to point along trail. */
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var(Trail) EAxis ChainBoneAxis;
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/** Invert the direction specified in ChainBoneAxis. */
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var(Trail) bool bInvertChainBoneAxis;
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/** Limit the amount that a bone can stretch from its ref-pose length. */
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var(Trail) bool bLimitStretch;
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/** How quickly we 'relax' the bones to their animated positions. */
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var(Trail) float TrailRelaxation;
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/** If bLimitStretch is true, this indicates how long a bone can stretch beyond its length in the ref-pose. */
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var(Trail) float StretchLimit;
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/** 'Fake' velocity applied to bones. */
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var(Trail) vector FakeVelocity;
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/** Whether 'fake' velocity should be applied in actor or world space. */
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var(Trail) bool bActorSpaceFakeVel;
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/** Internal use - we need the timestep to do the relaxation in CalculateNewBoneTransforms. */
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var float ThisTimstep;
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/** Did we have a non-zero ControlStrength last frame. */
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var bool bHadValidStrength;
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/** Component-space locations of the bones from last frame. Each frame these are moved towards their 'animated' locations. */
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var transient array<vector> TrailBoneLocations;
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/** LocalToWorld used last frame, used for building transform between frames. */
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var transient matrix OldLocalToWorld;
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defaultproperties
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{
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ChainLength=2
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ChainBoneAxis=AXIS_X
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TrailRelaxation=10.0
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}
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