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

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1.0 KiB
Ucode

/**
* skeletal controller that locks one or more components of the bone's rotation to a specified value
*
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class UDKSkelControl_LockRotation extends SkelControlBase
native(Animation);
/** which components of the bone rotation to affect */
var() bool bLockPitch, bLockYaw, bLockRoll;
/** the rotation to lock to */
var() rotator LockRotation;
/** the maximum amount the original rotation can be altered to reach LockRotation */
var() rotator MaxDelta;
/** the space that rotation is in */
var() EBoneControlSpace LockRotationSpace;
/** name of bone used if LockRotationSpace is BCS_OtherBoneSpace */
var() name RotationSpaceBoneName;
cpptext
{
virtual void GetAffectedBones(INT BoneIndex, USkeletalMeshComponent* SkelComp, TArray<INT>& OutBoneIndices);
virtual void CalculateNewBoneTransforms(INT BoneIndex, USkeletalMeshComponent* SkelComp, TArray<FBoneAtom>& OutBoneTransforms);
}
defaultproperties
{
MaxDelta=(Pitch=65535,Yaw=65535,Roll=65535)
}