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class SkelControlLimb extends SkelControlBase native(Anim); /** * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. * * Controller Specifically designed for 2-bone limbs with an elbow-like joint in the middle. * Should be set up to act on the bone at the end of the limb - ie the hand in the case of an arm. */ cpptext { // USkelControlBase interface virtual void GetAffectedBones(INT BoneIndex, USkeletalMeshComponent* SkelComp, TArray<INT>& OutBoneIndices); virtual void CalculateNewBoneTransforms(INT BoneIndex, USkeletalMeshComponent* SkelComp, TArray<FBoneAtom>& OutBoneTransforms); virtual INT GetWidgetCount(); virtual FBoneAtom GetWidgetTM(INT WidgetIndex, USkeletalMeshComponent* SkelComp, INT BoneIndex); virtual void HandleWidgetDrag(INT WidgetIndex, const FVector& DragVec); virtual void DrawSkelControl3D(const FSceneView* View, FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* SkelComp, INT BoneIndex); } /** Where you want the controlled bone to be. Will be placed as close as possible within the constraints of the limb. */ var(Effector) vector EffectorLocation; /** Reference frame that the DesiredLocation is defined in. */ var(Effector) EBoneControlSpace EffectorLocationSpace; /** Name of bone used if DesiredLocationSpace is BCS_OtherBoneSpace or BCS_BaseMeshSpace. */ var(Effector) name EffectorSpaceBoneName; /** Point in space where the joint should move towards as it bends. */ var(Joint) vector JointTargetLocation; /** Reference frame in which JointTargetLocation is defined. */ var(Joint) EBoneControlSpace JointTargetLocationSpace; /** Name of bone used if JointTargetLocationSpace is BCS_OtherBoneSpace. */ var(Joint) name JointTargetSpaceBoneName; /** Apply an Offset to the Joint (Elbow) bone. This will create stretching! */ var(Joint) Vector JointOffset; /** Space this offset is in */ var(Joint) EBoneControlSpace JointOffsetSpace; /** Optional bone name to be used by JoinOffsetSpace */ var(Joint) name JointOffsetBoneName; /** Axis of graphical bone to align along the length of the bone. */ var(Limb) EAxis BoneAxis; /** Axis of graphical bone to align along the hinge axis of the joint. */ var(Limb) EAxis JointAxis; /** If we want to invert BoneAxis when constructing the transform for the bones. */ var(Limb) bool bInvertBoneAxis; /** If we want to invert JointAxis when constructing the transform for the bones. */ var(Limb) bool bInvertJointAxis; /** Experiment to Rotate Joint Bone, rather than creating a new Matrix for it. */ var(Limb) bool bRotateJoint; /** * If true, modify the relative rotation between the end 'effector' bone and its parent bone. If false, * the rotation of the end bone will not be modified by this controller. */ var(Limb) bool bMaintainEffectorRelRot; /** If true, rotation of effector bone is copied from the bone specified by EffectorSpaceBoneName. */ var(Limb) bool bTakeRotationFromEffectorSpace; /** Is Limb allowed to stretch to reach its target? */ var() bool bAllowStretching; /** * Stretching limits. * X represents the relative length of the limb at which it will start stretching. * Y represents the maximum stretch factor allowed. * For example (X=0.5,Y=2.f) will mean that the limb is allowed to stretch up to twice its length. * And it will start stretching when shoulder to effector distance is half of the full arm length. */ var() Vector2D StretchLimits; /** Name of Roll Bone to stretch as well. */ var() Name StretchRollBoneName; defaultproperties { EffectorLocationSpace=BCS_WorldSpace JointTargetLocationSpace=BCS_WorldSpace BoneAxis=AXIS_X JointAxis=AXIS_Y StretchLimits=(X=0.71f,Y=1.2f) CategoryDesc = "Limb" bIgnoreWhenNotRendered=TRUE // IK Controllers can typically be skipped when mesh is not rendered. } |
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