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Engine.AnimTree


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/**
 * Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
 */

class AnimTree extends AnimNodeBlendBase
    native(Anim)
    hidecategories(Object);

/** Definition of a group of AnimNodeSequences */
struct native AnimGroup
{
    /** Cached array of AnimNodeSequence nodes. */
    var             const   Array<AnimNodeSequence> SeqNodes;
    /** Master node for synchronization. (Highest weight of the group) */
    var transient   const   AnimNodeSequence        SynchMaster;
    /** Master node for notifications. (Highest weight of the group) */
    var transient   const   AnimNodeSequence        NotifyMaster;
    /* Name of group. */
    var()           const   Name                    GroupName;
    /** Rate Scale */
    var()           const   float                   RateScale;

    structdefaultproperties
    {
        RateScale=1.f
    }
};

/** List of animations groups */
var()   Array<AnimGroup>    AnimGroups;

/** 
 * Skeleton Branches that should be composed first.
 * This is to solve Controllers relying on bones to be updated before them. 
 */
var()           Array<Name>     PrioritizedSkelBranches;
/** Internal list of priority levels */
var             Array<BYTE>     PriorityList;

struct native SkelControlListHead
{
    /** Name of bone that this list of SkelControls will be executed after. */
    var name            BoneName;

    /** First Control in the linked list of SkelControls to execute. */
    var editinline export SkelControlBase   ControlHead;

    /** For editor use. */
    var int             DrawY;
};

/** Root of tree of MorphNodes. */
var     editinline export array<MorphNodeBase>          RootMorphNodes;

/** Array of lists of SkelControls. Each list is executed after the bone specified using BoneName is updated with animation data. */
var     editinline export array<SkelControlListHead>    SkelControlLists;

////// AnimTree Editor support

/** Y position of MorphNode input on AnimTree. */
var     int             MorphConnDrawY;

/** Used to avoid editing the same AnimTree in multiple AnimTreeEditors at the same time. */
var     transient bool  bBeingEdited;

/** Play rate used when previewing animations */
var()   float           PreviewPlayRate;

/** SkeletalMesh used when previewing this AnimTree in the AnimTreeEditor. */
var()   editoronly SkeletalMesh         PreviewSkelMesh;

/** previewing of socket */
var()   editoronly SkeletalMesh         SocketSkelMesh;
var()   editoronly StaticMesh           SocketStaticMesh;
var()   Name                            SocketName;

/** AnimSets used when previewing this AnimTree in the AnimTreeEditor. */
var()   editoronly array<AnimSet>           PreviewAnimSets;

/** MorphTargetSets used when previewing this AnimTree in the AnimTreeEditor. */
var()   editoronly array<MorphTargetSet>    PreviewMorphSets;

/** Saved position of camera used for previewing skeletal mesh in AnimTreeEditor. */
var     vector      PreviewCamPos;

/** Saved orientation of camera used for previewing skeletal mesh in AnimTreeEditor. */
var     rotator     PreviewCamRot;

/** Saved position of floor mesh used for in AnimTreeEditor preview window. */
var     vector      PreviewFloorPos;

/** Saved yaw rotation of floor mesh used for in AnimTreeEditor preview window. */
var     int         PreviewFloorYaw;

////// End AnimTree Editor support

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native final function   SkelControlBase     FindSkelControl(name InControlName);

native final function   MorphNodeBase       FindMorphNode(name InNodeName);

//
// Anim Groups
//

/** Add a node to an existing anim group */
native final function bool              SetAnimGroupForNode(AnimNodeSequence SeqNode, Name GroupName, optional bool bCreateIfNotFound);
/** Returns the master node driving synchronization for this group. */
native final function AnimNodeSequence  GetGroupSynchMaster(Name GroupName);
/** Returns the master node driving notifications for this group. */
native final function AnimNodeSequence  GetGroupNotifyMaster(Name GroupName);
/** Force a group at a relative position. */
native final function                   ForceGroupRelativePosition(Name GroupName, FLOAT RelativePosition);
/** Get the relative position of a group. */
native final function float             GetGroupRelativePosition(Name GroupName);
/** Adjust the Rate Scale of a group */
native final function                   SetGroupRateScale(Name GroupName, FLOAT NewRateScale);
/** 
 * Returns the index in the AnimGroups list of a given GroupName.
 * If group cannot be found, then INDEX_NONE will be returned.
 */
native final function INT               GetGroupIndex(Name GroupName);

defaultproperties
{
   PreviewPlayRate=1.000000
   Children(0)=(Name="Child",Weight=1.000000)
   bFixNumChildren=True
   Name="Default__AnimTree"
   ObjectArchetype=AnimNodeBlendBase'Engine.Default__AnimNodeBlendBase'
}

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Class file time: Thu 22/11/2007 16:02:20.000 - Creation time: Mon 26/11/2007 17:41:47.421 - Created with UnCodeX