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class TsActionInterpolateBase extends TsAction abstract native; /////////////////////////////////////////////////////////////////////////////// // constants used by native interpolation /////////////////////////////////////////////////////////////////////////////// // native code updates this keyframe var with the current object position/rotation var const MojoKeyframe cur_keyframe; // hermite position vars var const vector src_tangent; var const vector dest_tangent; var const vector src_position; var const vector dest_position; // quaternions are used internally for rotation... we have to define spacer equivs here var const transient noexport float sqx,sqy,sqz,sqw; // source rotation var const transient noexport float dqx,dqy,dqz,dqw; // dest rotation var const transient noexport float iqx,iqy,iqz,iqw; // intermediate rotation for squad final function ApplyCurrentKeyframePos() { Actor.setLocation(cur_keyframe.position); Actor.setRotation(cur_keyframe.rotation); } function StartActorInterpolation() { if (Actor != None) { Actor.GotoState(''); Actor.SetPhysics(PHYS_None); Actor.bInterpolating = true; } } function FinishActorInterpolation() { if (Actor != None) Actor.bInterpolating = false; } defaultproperties { DName ="Interpolate" Track ="Position" Help ="Interpolate an object" ModifiesLocation = true } |
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