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Engine.SkeletalMeshInstance


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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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Class file time: zo 11-11-2012 21:10:26.000 - Creation time: zo 11-11-2012 21:14:20.194 - Created with UnCodeX