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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class AnimNodeAimOffset extends AnimNodeBlendBase native(Anim) hidecategories(Object); /** * 9 control points range: * * Left Center Right * * LU CU RU Up * LC CC RC Center * LD CD RD Down */ struct native AimTransform { var Rotator Rotation; var() Quat Quaternion; var() Vector Translation; }; /** * definition of an AimComponent. */ struct native AimComponent { /** Bone transformed */ var() Name BoneName; /** Left column */ var() AimTransform LU; var() AimTransform LC; var() AimTransform LD; /** Center */ var() AimTransform CU; var() AimTransform CC; var() AimTransform CD; /** Right */ var() AimTransform RU; var() AimTransform RC; var() AimTransform RD; }; /** Handy enum for working with directions. */ enum EAnimAimDir { ANIMAIM_LEFTUP, ANIMAIM_CENTERUP, ANIMAIM_RIGHTUP, ANIMAIM_LEFTCENTER, ANIMAIM_CENTERCENTER, ANIMAIM_RIGHTCENTER, ANIMAIM_LEFTDOWN, ANIMAIM_CENTERDOWN, ANIMAIM_RIGHTDOWN }; /** Angle of aiming, between -1..+1 */ var() Vector2d Aim; /** Angle offset applied to Aim before processing */ var() Vector2d AngleOffset; /** If true, ignore Aim, and use the ForcedAimDir enum instead to determine which aim direction to draw. */ var() bool bForceAimDir; /** If the LOD of this skeletal mesh is at or above this LOD, then this node will do nothing. */ var() int PassThroughAtOrAboveLOD; /** If bForceAimDir is true, this is the direction to render the character aiming in. */ var() EAnimAimDir ForcedAimDir; /** Internal, array of required bones. Selected bones and their parents for local to component space transformation. */ var transient Array<byte> RequiredBones; /** Bone Index to AimComponent Index look up table. */ var transient Array<INT> BoneToAimCpnt; /** * Pointer to AimOffset node in package (AnimTreeTemplate), to avoid duplicating profile data. * Always NULL in AimOffset Editor (in ATE). */ var transient AnimNodeAimOffset TemplateNode; /** Bake offsets from animations. */ var() bool bBakeFromAnimations; //// ONLY FOR BACKWARD COMPATIBILITY (before VER_AIMOFFSET_PROFILES) var Vector2d HorizontalRange; var Vector2d VerticalRange; var Array<AimComponent> AimComponents; var Name AnimName_LU; var Name AnimName_LC; var Name AnimName_LD; var Name AnimName_CU; var Name AnimName_CC; var Name AnimName_CD; var Name AnimName_RU; var Name AnimName_RC; var Name AnimName_RD; //// struct native AimOffsetProfile { /** Name of this aim-offset profile. */ var() const editconst name ProfileName; /** Maximum horizontal range (min, max) for horizontal aiming. */ var() Vector2d HorizontalRange; /** Maximum horizontal range (min, max) for vertical aiming. */ var() Vector2d VerticalRange; /** * Array of AimComponents. * Represents the selected bones and their transformations. */ var Array<AimComponent> AimComponents; /** * Names of animations to use when automatically generating offsets based animations for each direction. * Animations are not actually used in-game - just for editor. */ var() Name AnimName_LU; var() Name AnimName_LC; var() Name AnimName_LD; var() Name AnimName_CU; var() Name AnimName_CC; var() Name AnimName_CD; var() Name AnimName_RU; var() Name AnimName_RC; var() Name AnimName_RD; structdefaultproperties { ProfileName="Default" HorizontalRange=(X=-1,Y=+1) VerticalRange=(X=-1,Y=+1) } }; /** Array of different aiming 'profiles' */ var() editconst array<AimOffsetProfile> Profiles; /** * Index of currently active Profile. * Use the SetActiveProfileByName or SetActiveProfileByIndex function to change. */ var() const editconst int CurrentProfileIndex; // (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) /** * Change the currently active profile to the one with the supplied name. * If a profile with that name does not exist, this does nothing. */ native function SetActiveProfileByName(name ProfileName); /** * Change the currently active profile to the one with the supplied index. * If ProfileIndex is outside range, this does nothing. */ native function SetActiveProfileByIndex(int ProfileIndex); defaultproperties { PassThroughAtOrAboveLOD=1000 ForcedAimDir=ANIMAIM_CENTERCENTER HorizontalRange=(X=-1.000000,Y=1.000000) VerticalRange=(X=-1.000000,Y=1.000000) Children(0)=(Name="Input",Weight=1.000000) bFixNumChildren=True Name="Default__AnimNodeAimOffset" ObjectArchetype=AnimNodeBlendBase'Engine.Default__AnimNodeBlendBase' } |
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