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/** * Simple controller that replaces or adds to the translation/rotation of a single bone. * * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ class SkelControlSingleBone extends SkelControlBase native(Anim); 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); } /** Whether to modify the translation of this bone. */ var(Adjustments) bool bApplyTranslation; /** Whether to modify the translation of this bone. */ var(Adjustments) bool bApplyRotation; /** If false, replaces rotation with BoneRotation. If true, adds to existing rotation. */ var(Translation) bool bAddTranslation; /** New translation of bone to apply. */ var(Translation) vector BoneTranslation; /** Reference frame to apply BoneTranslation in. */ var(Translation) EBoneControlSpace BoneTranslationSpace; /** Name of bone used if BoneTranslationSpace is BCS_OtherBoneSpace. */ var(Translation) name TranslationSpaceBoneName; /** If false, replaces rotation with BoneRotation. If true, adds to existing rotation. */ var(Rotation) bool bAddRotation; /** If bAddRotation and BCS_WorldSpace, then remove mesh relative rotation */ var(Rotation) bool bRemoveMeshRotation; /** New rotation of bone to apply. */ var(Rotation) rotator BoneRotation; /** Reference frame to apply BoneRotation in. */ var(Rotation) EBoneControlSpace BoneRotationSpace; /** Name of bone used if BoneRotationSpace is BCS_OtherBoneSpace. */ var(Rotation) name RotationSpaceBoneName; defaultproperties { CategoryDesc = "Single Bone" } |
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