63 lines
1.9 KiB
Ucode
63 lines
1.9 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class ASVSkelComponent extends SkeletalMeshComponent
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transient
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native;
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var native const pointer AnimSetViewerPtr;
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/** If TRUE, render a wireframe skeleton of the mesh animated with the raw (uncompressed) animation data. */
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var bool bRenderRawSkeleton;
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/** If TRUE, render softbody tetrahedra */
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var bool bShowSoftBodyTetra;
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/** Holds onto the bone color that will be used to render the bones of its skeletal mesh */
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var Color BoneColor;
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/** If TRUE then the skeletal mesh associated with the component is drawn. */
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var bool bDrawMesh;
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/** Bone influences viewing */
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var transient bool bDrawBoneInfluences;
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/** Color render mode enum value - 0 - none, 1 - tangent, 2 - normal, 3 - mirror, 4 - bone weighting */
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var native transient int ColorRenderMode;
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/** Array of bone's to render bone weights for */
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var transient array<int> BonesOfInterest;
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/** Array of materials to restore when not rendering blend weights */
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var transient array<MaterialInterface> SkelMaterials;
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cpptext
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{
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// UPrimitiveComponent interface.
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virtual FPrimitiveSceneProxy* CreateSceneProxy();
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/**
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* Function that returns whether or not CPU skinning should be applied
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* Allows the editor to override the skinning state for editor tools
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*/
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virtual UBOOL ShouldCPUSkin();
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/**
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* Function to operate on mesh object after its created,
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* but before it's attached.
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* @param MeshObject - Mesh Object owned by this component
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*/
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virtual void PostInitMeshObject(class FSkeletalMeshObject* MeshObject);
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/**
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* Update material information depending on color render mode
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* Refresh/replace materials
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*/
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void ApplyColorRenderMode(INT InColorRenderMode);
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}
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defaultproperties
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{
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bDrawMesh = true
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bShowSoftBodyTetra = true
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BoneColor = (R=230, G=230, B=255, A=255)
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bUseOnePassLightingOnTranslucency=true
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}
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