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// Skeletal mesh render/cache data object. Class SkeletalMeshInstance extends Object Native NoExport; struct Matrix { var plane XPlane; // each plane [x,y,z,w] is a *column* in the matrix. var plane YPlane; var plane ZPlane; var plane WPlane; }; struct MeshModifierType { var vector boneScale; var coords CoordsMod,OrgCoords; var int RootB; var byte bInUse; }; struct AnimationChannel { var int RootBoneIndex; var int MChunkPtr,ASeqPtr; var float Rate,Frame,FrameStart,TweenOut,Alpha; var quat LastAnimQuat; var vector LastAnimTrack; var byte bLoop,bTweenIn,bNotifies; var name AnimName; }; var transient const array<coords> SpaceBases; // Last computed skeleton coordinates. var transient const array<int> CachedLinks; // Initialized links with animation and skeleton var transient byte bHasUpdated; // Has this mesh been updated this tick yet? var native const SkeletalMesh LastDrawnMesh; // Last mesh used on this render actor. var native const Animation CachedAnim; // Last used animation on the render actor. var transient const array<coords> CachedOrientations; // Cached data (for tweening) var transient const array<vector> CachedPositions; // Cached data (for tweening) var transient const float TweenStartFrame; // Starting frame for tweening var transient matrix Base; // Temp data var transient const byte bHasCachedFrame,bWasTweening; // Temp data var transient const name CachedTweenSeq; // Temp data var native const array<MeshModifierType> Modifiers; // Bone rotation/scale modifiers var native const array<AnimationChannel> Channels; // Animation channels effected on this actor. var transient const int TChannelPtr; // Temp data // Actors attaching to bones stuff... var native const array<Actor> AttachedActors; // Actors attached to this skeletal mesh. var native const int AttachedBoneIndex; // Bone where this actor is attached to. var transient const name AttachedBoneName; // Cached attached bone name (in case mesh changes). var native const Actor MyAttachment; // Actor this actor is currently being attached to. var native const byte HardAttachFlags; defaultproperties { } |
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