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

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2020-12-13 15:01:13 +00:00
class InterpTrackParticleReplay extends InterpTrack
native(Interpolation);
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*
*
* This track implements support for creating and playing back captured particle system data
*/
cpptext
{
// InterpTrack interface
virtual INT GetNumKeyframes() const;
virtual void GetTimeRange(FLOAT& StartTime, FLOAT& EndTime) const;
virtual FLOAT GetTrackEndTime() const;
virtual FLOAT GetKeyframeTime(INT KeyIndex) const;
virtual INT AddKeyframe(FLOAT Time, UInterpTrackInst* TrInst, EInterpCurveMode InitInterpMode);
virtual INT SetKeyframeTime(INT KeyIndex, FLOAT NewKeyTime, UBOOL bUpdateOrder=true);
virtual void RemoveKeyframe(INT KeyIndex);
virtual INT DuplicateKeyframe(INT KeyIndex, FLOAT NewKeyTime);
virtual UBOOL GetClosestSnapPosition(FLOAT InPosition, TArray<INT> &IgnoreKeys, FLOAT& OutPosition);
virtual void PreviewUpdateTrack(FLOAT NewPosition, UInterpTrackInst* TrInst);
virtual void UpdateTrack(FLOAT NewPosition, UInterpTrackInst* TrInst, UBOOL bJump);
/** Get the name of the class used to help out when adding tracks, keys, etc. in UnrealEd.
* @return String name of the helper class.*/
virtual const FString GetEdHelperClassName() const;
virtual class UMaterial* GetTrackIcon() const;
/** Whether or not this track is allowed to be used on static actors. */
virtual UBOOL AllowStaticActors() { return TRUE; }
/**
* Lets the interface object know that we are beginning a drag operation.
*/
virtual void BeginDrag(FInterpEdInputData &InputData);
/**
* Lets the interface object know that we are ending a drag operation.
*/
virtual void EndDrag(FInterpEdInputData &InputData);
/**
* @return Returns the mouse cursor to display when this input interface is moused over.
*/
EMouseCursor GetMouseCursor(FInterpEdInputData &InputData);
/**
* Called when an object is dragged.
*/
void ObjectDragged(FInterpEdInputData& InputData);
virtual void DrawTrack( FCanvas* Canvas, UInterpGroup* Group, const FInterpTrackDrawParams& Params );
}
/** Data for a single key in this track */
struct native ParticleReplayTrackKey
{
/** Position along timeline */
var float Time;
/** Time length this clip should be captured/played for */
var() float Duration;
/** Replay clip ID number that identifies the clip we should capture to or playback from */
var() int ClipIDNumber;
};
/** Array of keys */
var editinline array<ParticleReplayTrackKey> TrackKeys;
/** True in the editor if track should be used to capture replay frames instead of play them back */
var transient editoronly const bool bIsCapturingReplay;
/** Current replay fixed time quantum between frames (one over frame rate) */
var transient editoronly const float FixedTimeStep;
defaultproperties
{
TrackInstClass=class'Engine.InterpTrackInstParticleReplay'
TrackTitle="Particle Replay"
}