51 lines
2.0 KiB
Ucode
51 lines
2.0 KiB
Ucode
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/**
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* Simple controller that replaces or adds to the translation/rotation of a single bone.
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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 SkelControlSingleBone 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 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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virtual INT GetWidgetCount();
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virtual FBoneAtom GetWidgetTM(INT WidgetIndex, USkeletalMeshComponent* SkelComp, INT BoneIndex);
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virtual void HandleWidgetDrag(INT WidgetIndex, const FVector& DragVec);
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}
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/** Whether to modify the translation of this bone. */
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var(Adjustments) bool bApplyTranslation;
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/** Whether to modify the translation of this bone. */
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var(Adjustments) bool bApplyRotation;
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/** If false, replaces rotation with BoneRotation. If true, adds to existing rotation. */
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var(Translation) bool bAddTranslation;
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/** New translation of bone to apply. */
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var(Translation) vector BoneTranslation;
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/** Reference frame to apply BoneTranslation in. */
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var(Translation) EBoneControlSpace BoneTranslationSpace;
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/** Name of bone used if BoneTranslationSpace is BCS_OtherBoneSpace. */
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var(Translation) name TranslationSpaceBoneName;
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/** If false, replaces rotation with BoneRotation. If true, adds to existing rotation. */
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var(Rotation) bool bAddRotation;
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/** If bAddRotation and BCS_WorldSpace, then remove mesh relative rotation */
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var(Rotation) bool bRemoveMeshRotation;
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/** New rotation of bone to apply. */
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var(Rotation) rotator BoneRotation;
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/** Reference frame to apply BoneRotation in. */
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var(Rotation) EBoneControlSpace BoneRotationSpace;
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/** Name of bone used if BoneRotationSpace is BCS_OtherBoneSpace. */
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var(Rotation) name RotationSpaceBoneName;
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defaultproperties
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{
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CategoryDesc = "Single Bone"
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}
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