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Engine.AnimTree


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/**
 * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
 */

class AnimTree extends AnimNodeBlendBase
	native(Anim)
	hidecategories(Object);

/** Definition of a group of AnimNodeSequences */
struct native AnimGroup
{
	/** Cached array of AnimNodeSequence nodes. */
	var				const	Array<AnimNodeSequence> SeqNodes;
	/** Master node for synchronization. (Highest weight of the group) */
	var transient	const	AnimNodeSequence		SynchMaster;
	/** Master node for notifications. (Highest weight of the group) */
	var transient	const	AnimNodeSequence		NotifyMaster;
	/* Name of group. */
	var()			const	Name					GroupName;
	/** Rate Scale */
	var()			const	float					RateScale;

	structdefaultproperties
	{
		RateScale=1.f
	}
};

/** List of animations groups */
var()	Array<AnimGroup>	AnimGroups;

/** 
 * Skeleton Branches that should be composed first.
 * This is to solve Controllers relying on bones to be updated before them. 
 */
var()			Array<Name>		PrioritizedSkelBranches;
/** Internal list of priority levels */
var				Array<BYTE>		PriorityList;

struct native SkelControlListHead
{
	/** Name of bone that this list of SkelControls will be executed after. */
	var	name			BoneName;

	/** First Control in the linked list of SkelControls to execute. */
	var editinline export SkelControlBase	ControlHead;

	/** For editor use. */
	var int				DrawY;
};

/** Root of tree of MorphNodes. */
var		editinline export array<MorphNodeBase>			RootMorphNodes;

/** Array of lists of SkelControls. Each list is executed after the bone specified using BoneName is updated with animation data. */
var		editinline export array<SkelControlListHead>	SkelControlLists;

////// AnimTree Editor support

/** Y position of MorphNode input on AnimTree. */
var		int				MorphConnDrawY;

/** Used to avoid editing the same AnimTree in multiple AnimTreeEditors at the same time. */
var		transient bool	bBeingEdited;

/** Play rate used when previewing animations */
var()	float			PreviewPlayRate;

/** SkeletalMesh used when previewing this AnimTree in the AnimTreeEditor. */
var()	editoronly SkeletalMesh			PreviewSkelMesh;

/** previewing of socket */
var()	editoronly SkeletalMesh			SocketSkelMesh;
var()	editoronly StaticMesh			SocketStaticMesh;
var()	Name							SocketName;

/** AnimSets used when previewing this AnimTree in the AnimTreeEditor. */
var()	editoronly array<AnimSet>			PreviewAnimSets;

/** MorphTargetSets used when previewing this AnimTree in the AnimTreeEditor. */
var()	editoronly array<MorphTargetSet>	PreviewMorphSets;

/** Saved position of camera used for previewing skeletal mesh in AnimTreeEditor. */
var		vector		PreviewCamPos;

/** Saved orientation of camera used for previewing skeletal mesh in AnimTreeEditor. */
var		rotator		PreviewCamRot;

/** Saved position of floor mesh used for in AnimTreeEditor preview window. */
var		vector		PreviewFloorPos;

/** Saved yaw rotation of floor mesh used for in AnimTreeEditor preview window. */
var		int			PreviewFloorYaw;

////// End AnimTree Editor support

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native final function	SkelControlBase		FindSkelControl(name InControlName);

native final function	MorphNodeBase		FindMorphNode(name InNodeName);

//
// Anim Groups
//

/** Add a node to an existing anim group */
native final function bool				SetAnimGroupForNode(AnimNodeSequence SeqNode, Name GroupName, optional bool bCreateIfNotFound);
/** Returns the master node driving synchronization for this group. */
native final function AnimNodeSequence	GetGroupSynchMaster(Name GroupName);
/** Returns the master node driving notifications for this group. */
native final function AnimNodeSequence	GetGroupNotifyMaster(Name GroupName);
/** Force a group at a relative position. */
native final function					ForceGroupRelativePosition(Name GroupName, FLOAT RelativePosition);
/** Get the relative position of a group. */
native final function float				GetGroupRelativePosition(Name GroupName);
/** Adjust the Rate Scale of a group */
native final function					SetGroupRateScale(Name GroupName, FLOAT NewRateScale);
/** 
 * Returns the index in the AnimGroups list of a given GroupName.
 * If group cannot be found, then INDEX_NONE will be returned.
 */
native final function INT				GetGroupIndex(Name GroupName);

defaultproperties
{
   PreviewPlayRate=1.000000
   Children(0)=(Name="Child",Weight=1.000000)
   bFixNumChildren=True
   Name="Default__AnimTree"
   ObjectArchetype=AnimNodeBlendBase'Engine.Default__AnimNodeBlendBase'
}

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Class file time: tr 31-1-2018 17:17:58.000 - Creation time: sk 18-3-2018 10:01:06.162 - Created with UnCodeX