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KF2-Dev-Scripts/Engine/Classes/DistributionVectorUniformRange.uc

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class DistributionVectorUniformRange extends DistributionVector
native
collapsecategories
hidecategories(Object)
editinlinenew;
/**
* High value of the maximum end of the output distribution.
* Final value will be between [MinHigh..MinLow] or [MaxHigh..MaxLow]
*/
var() vector MaxHigh;
/**
* Low value of the maximum end of the output distribution.
* Final value will be between [MinHigh..MinLow] or [MaxHigh..MaxLow]
*/
var() vector MaxLow;
/**
* High value of the minimum end of the output distribution.
* Final value will be between [MinHigh..MinLow] or [MaxHigh..MaxLow]
*/
var() vector MinHigh;
/**
* Low value of the minimum end of the output distribution.
* Final value will be between [MinHigh..MinLow] or [MaxHigh..MaxLow]
*/
var() vector MinLow;
cpptext
{
virtual void PostLoad();
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
virtual FVector GetValue( FLOAT F = 0.f, UObject* Data = NULL, INT LastExtreme = 0, class FRandomStream* InRandomStream = NULL );
#if !CONSOLE
/**
* Return the operation used at runtime to calculate the final value
*/
virtual ERawDistributionOperation GetOperation();
/**
* Fill out an array of vectors and return the number of elements in the entry
*
* @param Time The time to evaluate the distribution
* @param Values An array of values to be filled out, guaranteed to be big enough for 2 vectors
* @return The number of elements (values) set in the array
*/
virtual DWORD InitializeRawEntry(FLOAT Time, FVector* Values);
#endif
/** These two functions will retrieve the Min/Max values respecting the Locked and Mirror flags. */
virtual FVector GetMinValue();
virtual FVector GetMaxValue();
// UObject interface
virtual void Serialize(FArchive& Ar);
// FCurveEdInterface interface
virtual INT GetNumKeys();
virtual INT GetNumSubCurves() const;
/**
* Provides the color for the sub-curve button that is present on the curve tab.
*
* @param SubCurveIndex The index of the sub-curve. Cannot be negative nor greater or equal to the number of sub-curves.
* @param bIsSubCurveHidden Is the curve hidden?
* @return The color associated to the given sub-curve index.
*/
virtual FColor GetSubCurveButtonColor(INT SubCurveIndex, UBOOL bIsSubCurveHidden) const;
virtual FLOAT GetKeyIn(INT KeyIndex);
virtual FLOAT GetKeyOut(INT SubIndex, INT KeyIndex);
/**
* Provides the color for the given key at the given sub-curve.
*
* @param SubIndex The index of the sub-curve
* @param KeyIndex The index of the key in the sub-curve
* @param[in] CurveColor The color of the curve
* @return The color that is associated the given key at the given sub-curve
*/
virtual FColor GetKeyColor(INT SubIndex, INT KeyIndex, const FColor& CurveColor);
virtual void GetInRange(FLOAT& MinIn, FLOAT& MaxIn);
virtual void GetOutRange(FLOAT& MinOut, FLOAT& MaxOut);
virtual BYTE GetKeyInterpMode(INT KeyIndex);
virtual void GetTangents(INT SubIndex, INT KeyIndex, FLOAT& ArriveTangent, FLOAT& LeaveTangent);
virtual FLOAT EvalSub(INT SubIndex, FLOAT InVal);
virtual INT CreateNewKey(FLOAT KeyIn);
virtual void DeleteKey(INT KeyIndex);
virtual INT SetKeyIn(INT KeyIndex, FLOAT NewInVal);
virtual void SetKeyOut(INT SubIndex, INT KeyIndex, FLOAT NewOutVal);
virtual void SetKeyInterpMode(INT KeyIndex, EInterpCurveMode NewMode);
virtual void SetTangents(INT SubIndex, INT KeyIndex, FLOAT ArriveTangent, FLOAT LeaveTangent);
// DistributionVector interface
virtual void GetRange(FVector& OutMin, FVector& OutMax);
}
defaultproperties
{
bCanBeBaked=false
}