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//============================================================================= // 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; } |
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