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KF2-Dev-Scripts/UDKBase/classes/UDKSkelControl_MassBoneScaling.uc
2020-12-13 18:01:13 +03:00

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1.1 KiB
Ucode

/**
* skeletal controller that provides a cleaner and more efficient way to handle scaling for many bones in a mesh
*
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class UDKSkelControl_MassBoneScaling extends SkelControlBase
native(Animation);
/** bone scales - indices match mesh's bone indices */
var() array<float> BoneScales;
cpptext
{
virtual void GetAffectedBones(INT BoneIndex, USkeletalMeshComponent* SkelComp, TArray<INT>& OutBoneIndices);
virtual void CalculateNewBoneTransforms(INT BoneIndex, USkeletalMeshComponent* SkelComp, TArray<FBoneAtom>& OutBoneTransforms);
virtual FLOAT GetBoneScale(INT BoneIndex, USkeletalMeshComponent* SkelComp);
}
/** sets the given bone to the given scale
* @note this controller must be hooked up to the specified bone in the AnimTree for this to have any effect
*/
native final function SetBoneScale(name BoneName, float Scale);
/** returns the scale this control has for the given bone
* @note does not take into account any other controls that are affecting the bone's scale
*/
native final function float GetBoneScale(name BoneName);