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Engine.SkelControlTrail


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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);

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/** 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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Class file time: tr 31-1-2018 17:18:00.000 - Creation time: sk 18-3-2018 10:01:14.267 - Created with UnCodeX