class AnimNodeBlendBase extends AnimNode
// UAnimNode interface
virtual void InitAnim( USkeletalMeshComponent* meshComp, UAnimNodeBlendBase* Parent );
/** AnimSets have been updated, update all animations */
virtual void AnimSetsUpdated();
virtual void TickAnim( FLOAT DeltaSeconds, FLOAT TotalWeight );
virtual void GetNodes(TArray<UAnimNode*>& Nodes);
virtual void GetNodesByClass(TArray<class UAnimNode*>& Nodes, class UClass* BaseClass);
/** Return an array with all UAnimNodeSequence childs, including this node. */
virtual void GetAnimSeqNodes(TArray<UAnimNodeSequence*>& Nodes, FName InSynchGroupName=NAME_None);
virtual void GetBoneAtoms( TArray<FBoneAtom>& Atoms, const TArray<BYTE>& DesiredBones, FVector& RootDelta );
/**
* Get mirrored bone atoms from desired child index.
* Bones are mirrored using the SkelMirrorTable.
*/
void GetMirroredBoneAtoms(TArray<FBoneAtom>& Atoms, INT ChildIndex, const TArray<BYTE>& DesiredBones, FVector& RootDelta);
virtual void DrawDebug(FRenderInterface* RI, FLOAT ParentPosX, FLOAT ParentPosY, FLOAT PosX, FLOAT PosY);
virtual FLOAT CalcDebugHeight();
/**
* Draws this node in the AnimTreeEditor.
*
* @param RI The rendering interface to use.
* @param bSelected TRUE if this node is selected.
* @param bShowWeight If TRUE, show the global percentage weight of this node, if applicable.
* @param bCurves If TRUE, render links as splines; if FALSE, render links as straight lines.
*/
virtual void DrawAnimNode(FRenderInterface* RI, UBOOL bSelected, UBOOL bShowWeight, UBOOL bCurves);
virtual FIntPoint GetConnectionLocation(INT ConnType, INT ConnIndex);
// UAnimNodeBlendBase interface
/** Calculates total weight of children */
virtual void SetChildrenTotalWeightAccumulator(const INT Index, const FLOAT NodeTotalWeight);
/** For debugging. Return the sum of the weights of all children nodes. Should always be 1.0. */
FLOAT GetChildWeightTotal();
/** Notification to this blend that a child UAnimNodeSequence has reached the end and stopped playing. Not called if child has bLooping set to true or if user calls StopAnim. */
virtual void OnChildAnimEnd(UAnimNodeSequence* Child);
/** A child connector has been added */
virtual void OnAddChild(INT ChildNum);
/** A child connector has been removed */
virtual void OnRemoveChild(INT ChildNum);
/** Rename all child nodes upon Add/Remove, so they match their position in the array. */
virtual void RenameChildConnectors();
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