Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 00114 00115 00116 00117 00118 00119 00120 00121 00122 00123 00124 00125 00126 00127 00128 00129 00130 00131 00132 00133 00134 00135 00136 00137 00138 00139 00140 00141 00142 00143 00144 00145 00146 00147 00148 00149 00150 00151 00152 00153 00154 00155 00156 00157 00158 00159 00160 00161 00162 00163 00164 00165 00166 00167 00168 00169 00170 00171 00172 00173 00174 00175 00176 00177 00178 00179 00180 00181 00182 00183 00184 00185 00186 00187 00188 00189 00190 00191 00192 00193 00194 00195 00196 00197 00198 00199 00200 00201 00202 00203 00204 00205 00206 00207 00208 00209 00210 00211 00212 00213 00214 00215 00216 00217 00218 00219 00220 00221 00222 00223 00224 00225 00226 00227 00228 00229 00230 00231 00232 00233 00234 00235 00236 00237 |
/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class AnimNode extends Object native(Anim) hidecategories(Object) abstract; /** Bone Atom definition */ struct BoneAtom { var quat Rotation; var vector Translation; var float Scale; }; /** Enumeration for slider types */ enum ESliderType { ST_1D, ST_2D }; /** SkeletalMeshComponent that this animation blend tree is feeding. */ var transient SkeletalMeshComponent SkelComponent; /** Parent node of this AnimNode in the blend tree. */ var transient array<AnimNodeBlendBase> ParentNodes; /** This is the name used to find an AnimNode by name from a tree. */ var() name NodeName; /** If a node is linked to more than once in the graph, this is a cache of the results, to avoid re-evaluating the results. */ var transient array<BoneAtom> CachedBoneAtoms; /** Cached root motion delta, to avoid recalculating (see above). */ var transient BoneAtom CachedRootMotionDelta; /** Cached bool indicating if node supplies root motion, to avoid recalculating (see above). */ var transient int bCachedHasRootMotion; /** This node is considered 'relevant' - that is, has >0 weight in the final blend. */ var transient const bool bRelevant; /** set to TRUE when this node became relevant this round of updates. Will be set to false on the next tick. */ var transient const bool bJustBecameRelevant; /** Allows for optimisiation. Tick is not called on this node if */ var() bool bSkipTickWhenZeroWeight; /** If TRUE, this node will be ticked, even if bPauseAnims is TRUE on the SkelMeshComp. */ var() bool bTickDuringPausedAnims; /** Used to avoid ticking a node twice if it has multiple parents. */ var transient const int NodeTickTag; /** Used to indicate whether the BoneAtom cache for this node is up-to-date or not. */ var transient const int NodeCachedAtomsTag; /** Total apparent weight this node has in the final blend of all animations. */ var const float NodeTotalWeight; /** internal. Accumulator to calculate NodeTotalWeight */ var const transient float TotalWeightAccumulator; /** For editor use. */ var int DrawWidth; /** For editor use */ var int DrawHeight; /** For editor use. */ var int NodePosX; /** For editor use. */ var int NodePosY; /** For editor use. */ var int OutDrawY; /** Obsolete. Remove me sometime after VER_AIMOFFSET_ROT2QUAT has been long distributed. */ var const INT InstanceVersionNumber; /** used when iterating over nodes via GetNodes() and related functions to skip nodes that have already been processed */ var const transient protected{protected} int SearchTag; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** Called from InitAnim. Allows initialisation of script-side properties of this node. */ event OnInit(); /** Get notification that this node has become relevant for the final blend. ie TotalWeight is now > 0 */ event OnBecomeRelevant(); /** Get notification that this node is no longer relevant for the final blend. ie TotalWeight is now == 0 */ event OnCeaseRelevant(); /** * Find an Animation Node in the Animation Tree whose NodeName matches InNodeName. * Will search this node and all below it. * Warning: The search is O(n^2), so for large AnimTrees, cache result. */ native final function AnimNode FindAnimNode(name InNodeName); native function PlayAnim(bool bLoop = false, float Rate = 1.0f, float StartTime = 0.0f); native function StopAnim(); defaultproperties { Name="Default__AnimNode" ObjectArchetype=Object'Core.Default__Object' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |