Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

TVEd.MeshEditProps


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
00118
00119
00120
00121
00122
00123
00124
00125
00126
00127
00128
00129
00130
00131
00132
00133
00134
00135
00136
00137
00138
00139
00140
00141
00142
//=============================================================================
// Object to facilitate properties editing
//=============================================================================
//  Animation / Mesh editor object to expose/shuttle only selected editable 
//  parameters from UMeshAnim/ UMesh objects back and forth in the editor.
//  
 
class MeshEditProps extends Engine.MeshObject
	hidecategories(Object)
	native;	

cpptext
{
	void PostEditChange();
}

// Static/smooth parts
struct native FSectionDigest
{
	var() EMeshSectionMethod  MeshSectionMethod;
	var() int     MaxRigidParts;
	var() int     MinPartFaces;
	var() float   MeldSize;
};

// LOD 
struct native LODLevel
{
	var() float   DistanceFactor;
	var() float   ReductionFactor;	
	var() float   Hysteresis;
	var() int     MaxInfluences;
	var() bool    RedigestSwitch;
	var() FSectionDigest Rigidize;
};

struct native AttachSocket
{
	var() vector  A_Translation;
	var() rotator A_Rotation;
	var() name AttachAlias;	
	var() name BoneName;		
	var() float      Test_Scale;
	var() Engine.mesh       TestMesh;
	var() Engine.staticmesh TestStaticMesh;	
};

struct native MEPBonePrimSphere
{
	var() name		BoneName;
	var() vector	Offset;
	var() float		Radius;
};

struct native MEPBonePrimBox
{
	var() name		BoneName;
	var() vector	Offset;
	var() vector	Radii;
#if IG_TRIBES3	// rowan:
	var() bool		HavokOnly;
#endif
#if IG_TRIBES3	// Alex:
	var() bool		NotHavok;
#endif
};

#if IG_SHARED	// rowan: skeletal static mesh standins
struct native MEPBonePrimStaticMesh
{
	var() name			BoneName;
	var() vector		Offset;
	var() staticmesh	StaticMesh;
};
#endif

var const int WBrowserAnimationPtr;
var(Mesh) vector			 Scale;
var(Mesh) vector             Translation;
var(Mesh) rotator            Rotation;
var(Mesh) vector             MinVisBound;
var(Mesh) vector			 MaxVisBound;
var(Mesh) vector             VisSphereCenter;
var(Mesh) float              VisSphereRadius;

var(Redigest) int            LODStyle; //Make drop-down box w. styles...
var(Animation) Engine.MeshAnimation DefaultAnimation;

var(Skin) array<Engine.Material>					Material;

// To be implemented: - material order specification to re-sort the sections (for multiple translucent materials )
// var(RenderOrder) array<int>					MaterialOrder;
// To be implemented: - originalmaterial names from Maya/Max
// var(OriginalMaterial) array<name>			OrigMat;

var(LOD) float            LOD_Strength;
var(LOD) array<LODLevel>  LODLevels;
var(LOD) float				SkinTesselationFactor;

// Collision cylinder: for testing/preview only, not saved with mesh (Actor property !)
var(Collision) float TestCollisionRadius;	// Radius of collision cyllinder.
var(Collision) float TestCollisionHeight;	// Half-height cyllinder.

var(Collision) array<MEPBonePrimSphere>		CollisionSpheres;		// Array of spheres linked to bones
var(Collision) array<MEPBonePrimBox>		CollisionBoxes;			// Array of boxes linked to bones
#if IG_SHARED	// rowan: skeletal static mesh standins
var(Collision) array<MEPBonePrimStaticMesh> CollisionStaticMeshes;	// Array of static meshes linked to bones
#endif

var(Attach) array<AttachSocket>   Sockets;  // Sockets, with or without adjustment coordinates / bone aliases.
var(Attach) bool  ApplyNewSockets;			// Explicit switch to apply changes 
var(Attach) bool  ContinuousUpdate;			// Continuous updating (to adjust socket angles interactively)

var(Impostor) bool      bImpostorPresent;
var(Impostor) Engine.Material  SpriteMaterial;
var(Impostor) vector    Scale3D;
var(Impostor) rotator   RelativeRotation;
var(Impostor) vector    RelativeLocation;
var(Impostor) color     ImpColor;           // Impostor base coloration.
var(Impostor) EImpSpaceMode  ImpSpaceMode;   
var(Impostor) EImpDrawMode   ImpDrawMode;
var(Impostor) EImpLightMode  ImpLightMode;

defaultproperties
{	
	Scale=(X=1,Y=1,Z=1)
	Scale3D=(X=1.0,Y=1.0,Z=1.0)
	Rotation=(Pitch=0,Yaw=0,Roll=0)
	Translation=(X=0,Y=0,Z=0)
	SkinTesselationFactor=1.0;
	ApplyNewSockets=false;
//#if IG_SHARED  // Ryan: Allow the user to choose if ContinuousUpdate is true or false
	ContinuousUpdate=true;	
//#else
//	ContinuousUpdate=false;	
//#endif
	ImpSpaceMode=ISM_PivotVertical;
	ImpDrawMode=IDM_Normal;
	ImpLightMode=ILM_Unlit;	
	
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: ne 5.9.2004 16:02:20.000 - Creation time: st 23.5.2018 00:10:45.180 - Created with UnCodeX