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//============================================================================= // IKTrailer.uc // $Author: Mfox $ // $Date: 4/30/02 12:22p $ // $Revision: 3 $ //============================================================================= // -- IKTrailer -- // Defines the characteristics of an object that examplifies inverse // kinemetics. Subclass this class to define the specific mesh to use. // This class should _not_ be instantiated. Instead create or use a subclass // of this that inherits the IK charateristics. class IKTrailer extends Actor placeable native; var() float MaxAngleExt; // How far the joints can bend. (in degrees) var() float MinAngleExt; // How far the joints can bend. (in degrees) var float AngleExt; var() float Dist; // Distance between two joints. var() bool bMaster; // The first IKTrailer in the list should be the master. var() name HeadTag; // The tag of the Actor to follow (only applicable for the // master IKTrailer). var Actor HeadActor; // Pointer to the Actor we are following. var vector LastHALocation; // Used to monitor changes. var rotator LastHARotation; // Used to monitor changes. var() bool bAutoLink; // Should we try to link up via tags at startup? var() name ChildTag; // The tag of the next IKTrailer in the list (if any). var IKTrailer ChildTrailer; // Pointer to the next IKTrailer in the list. var IKTrailer ParentTrailer;// Pointer to the prev IKTrailer in the list. const UnrealDegreesFactor = 182.044444; //------------------------------------------------------------------------------ simulated event PreBeginPlay() { Super.PreBeginPlay(); AngleExt = RandRange( MinAngleExt, MaxAngleExt ); } //------------------------------------------------------------------------------ simulated event Tick( float DeltaTime ) { Super.Tick( DeltaTime ); if( bAutoLink ) { // Find the links and connect the chain (via tags). AutoLink(); // Only auto-link once. bAutoLink = false; } // Only reposition if needed. if( HeadActor != None ) { if( HeadActor.Location != LastHALocation || HeadActor.Rotation != LastHARotation ) { LastHALocation = HeadActor.Location; LastHARotation = HeadActor.Rotation; Reposition( HeadActor ); } } else if( bMaster ) { // If we lost our head actor and we are the master, then // something's very wrong. We better notify someone // in case they want to handle this situation. NotifyLostHeadActor(); } } //------------------------------------------------------------------------------ native(1020) final function Reposition( Actor Parent ); /* - Moved to C++ { AngleExtents2( Parent ); if( ChildTrailer != None ) // To break infinite recursion. { ChildTrailer.Reposition( Self ); } } ////////////////////// // Helper functions // ////////////////////// //------------------------------------------------------------------------------ simulated function AngleExtents2( Actor Parent ) { local rotator DeltaRotation, NormalRotation; local vector DeltaVector, NormalVector; ///////////////////// // Adjust Location // ///////////////////// DeltaRotation = rotator(Location - Parent.Location); // Get the inverse of the Parent's rotation. NormalVector = vector(Parent.Rotation); NormalVector *= -1.0; NormalRotation = rotator(NormalVector); AdjustAngle( DeltaRotation.Pitch, NormalRotation.Pitch ); AdjustAngle( DeltaRotation.Yaw, NormalRotation.Yaw ); // Don't worry about the Roll. It doesn't effect position. SetLocation( Parent.Location + vector(DeltaRotation) * Dist ); ///////////////////// // Adjust Rotation // ///////////////////// // Face our Parent. DeltaRotation = rotator(Parent.Location - Location); // Adjust the Roll. DeltaRotation.Roll = Rotation.Roll; AdjustAngle( DeltaRotation.Roll, Parent.Rotation.Roll ); SetRotation( DeltaRotation ); } //------------------------------------------------------------------------------ // Adjusts the given Angle either positivly or negativly or not at all // depending on the Difference between the normal Angle with respect to // the AngleExt variable. //------------------------------------------------------------------------------ // Precondition: The Angle is already within the extents 0 to 65535. //------------------------------------------------------------------------------ simulated function AdjustAngle( out int DeltaAngle, int NormalAngle ); { local int Diff, k; local int Ang; k = 1; Diff = DeltaAngle - NormalAngle; if( Diff < -32768 ) // -180 degrees { Diff = 65536 + Diff; // 360 degrees } else if( Diff > 32768 ) // 180 degrees { Diff = 65536 - Diff; // 360 degrees k = -1; } else if( Diff < 0 ) { Diff *= -1; k = -1; } // This is where the _real_ check takes place. // All previous checks were simply to allow this check to work. Ang = AngleExt * UnrealDegreesFactor; // Converts the Angle into rotator units. if( Diff > Ang ) { DeltaAngle = NormalAngle + Ang * k; } // Bring back into range. (0 to 360 degrees). DeltaAngle = DeltaAngle & 0xFFFF; } */ //------------------------------------------------------------------------------ // Used to automatically link up the chain on start-up via tags. //------------------------------------------------------------------------------ simulated function AutoLink() { // Find your child; if( ChildTag != '' ) { foreach AllActors( class'IKTrailer', ChildTrailer, ChildTag ) { SetChildTrailer( ChildTrailer ); break; // Use first IKTrailer that has the correct ChildTag. } if( ChildTrailer == None ) { warn( "No matching IKTrailer with tag: "$ChildTag ); } } else { SetChildTrailer( None ); } // Master initialization. if( bMaster ) { // Find Parent. if( HeadTag != '' ) { foreach AllActors( class'Actor', HeadActor, HeadTag ) { break; // Use the first Actor that matches the given Tag. } } if( HeadActor == None ) { warn( "No matching Actor with tag: "$HeadTag ); } } } //------------------------------------------------------------------------------ simulated function SetChildTrailer( IKTrailer Child ) { ChildTrailer = Child; if( ChildTrailer != None ) { ChildTrailer.ParentTrailer = Self; } } /////////////////// // Notifications // /////////////////// //------------------------------------------------------------------------------ // Notification for when we lose our head. //------------------------------------------------------------------------------ simulated function NotifyLostHeadActor() { // Handle in subclass if desired. } defaultproperties { bAlwaysRelevant=true RemoteRole=ROLE_None UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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