55 lines
1.4 KiB
Ucode
55 lines
1.4 KiB
Ucode
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/**
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* Dominant version of DirectionalLight that generates static shadow maps.
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* There can only be one!
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*
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class DominantDirectionalLight extends DirectionalLight
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native(Light)
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ClassGroup(Lights,DirectionalLights)
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placeable;
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cpptext
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{
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// UObject interface
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#if WITH_EDITOR
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virtual void CheckForErrors();
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#endif
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/**
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* Returns true if the light supports being toggled off and on on-the-fly
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**/
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virtual UBOOL IsToggleable() const
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{
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return TRUE;
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}
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}
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defaultproperties
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{
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// Light component.
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Begin Object Class=DominantDirectionalLightComponent Name=DominantDirectionalLightComponent0
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LightAffectsClassification=LAC_DYNAMIC_AND_STATIC_AFFECTING
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CastShadows=TRUE
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CastStaticShadows=TRUE
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CastDynamicShadows=TRUE
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bForceDynamicLight=FALSE
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UseDirectLightMap=FALSE
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bAllowPreShadow=TRUE
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`if(`__TW_LIGHTING_MODIFICATIONS_) // Custom lighting channel implementation
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LightingChannels=(Outdoor=TRUE,bInitialized=TRUE)
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`else
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LightingChannels=(BSP=TRUE,Static=TRUE,Dynamic=TRUE,bInitialized=TRUE)
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`endif
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LightmassSettings=(LightSourceAngle=.2)
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End Object
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Components.Remove(DirectionalLightComponent0)
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LightComponent=DominantDirectionalLightComponent0
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Components.Add(DominantDirectionalLightComponent0)
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bMovable=FALSE
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bStatic=FALSE
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bHardAttach=TRUE
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}
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