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KF2-Dev-Scripts/Engine/Classes/SkelControlWheel.uc
2020-12-13 18:01:13 +03:00

58 lines
1.6 KiB
Ucode

class SkelControlWheel extends SkelControlSingleBone
hidecategories(Translation,Rotation)
native(Anim);
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*
* Controller used by vehicle system for moving/rotating wheel.
*/
cpptext
{
// SkelControlWheel interface
void UpdateWheelControl( FLOAT InDisplacement, FLOAT InRoll, FLOAT InSteering );
void CalculateNewBoneTransforms(INT BoneIndex, USkeletalMeshComponent* SkelComp, TArray<FBoneAtom>& OutBoneTransforms);
}
/** Units to move the wheel up vertically. */
var(Wheel) transient float WheelDisplacement;
/** Maximum displacement that the wheel will be rendered at. Used to avoid graphical clipping of wheel into chassis etc */
var(Wheel) float WheelMaxRenderDisplacement;
/** Current rolling angle of wheel. In degrees. */
var(Wheel) transient float WheelRoll;
/** Axis around which the wheel rolls. */
var(Wheel) EAxis WheelRollAxis;
/** Steering angle of wheel. In degrees. */
var(Wheel) transient float WheelSteering;
/** Axis around which wheel steering occurs. */
var(Wheel) EAxis WheelSteeringAxis;
/** If we should invert the rotation applied to the wheel for rolling motion. */
var(Wheel) bool bInvertWheelRoll;
/** If we should invert rotation applied to the wheel for steering. */
var(Wheel) bool bInvertWheelSteering;
defaultproperties
{
bApplyTranslation=true
bAddTranslation=true
BoneTranslationSpace=BCS_BoneSpace
bApplyRotation=true
bAddRotation=true
BoneRotationSpace=BCS_BoneSpace
WheelRollAxis=AXIS_X
WheelSteeringAxis=AXIS_Z
WheelMaxRenderDisplacement=50.0
bIgnoreWhenNotRendered=true
}