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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. * * Allows a chain of bones to 'trail' behind its head. */ class SkelControlTrail extends SkelControlBase native(Anim); // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** Number of bones above the active one in the hierarchy to modify. */ var(Trail) int ChainLength; /** Axis of the bones to point along trail. */ var(Trail) EAxis ChainBoneAxis; /** Invert the direction specified in ChainBoneAxis. */ var(Trail) bool bInvertChainBoneAxis; /** Limit the amount that a bone can stretch from its ref-pose length. */ var(Trail) bool bLimitStretch; /** How quickly we 'relax' the bones to their animated positions. */ var(Trail) float TrailRelaxation; /** If bLimitStretch is true, this indicates how long a bone can stretch beyond its length in the ref-pose. */ var(Trail) float StretchLimit; /** Internal use - we need the timestep to do the relaxation in CalculateNewBoneTransforms. */ var float ThisTimstep; /** Did we have a non-zero ControlStrength last frame. */ var bool bHadValidStrength; /** World-space locations of the bones. Each frame these are moved towards their 'animated' locations. */ var transient array<vector> TrailBoneLocations; defaultproperties { ChainLength=2 ChainBoneAxis=AXIS_X TrailRelaxation=10.000000 Name="Default__SkelControlTrail" ObjectArchetype=SkelControlBase'Engine.Default__SkelControlBase' } |
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