1
0
KF2-Dev-Scripts/Engine/Classes/SceneCapture2DComponent.uc

85 lines
2.3 KiB
Ucode
Raw Permalink Normal View History

2020-12-13 15:01:13 +00:00
/**
* SceneCapture2DComponent
*
* Allows a scene capture to a 2D texture render target
*
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class SceneCapture2DComponent extends SceneCaptureComponent
native;
/** render target resource to set as target for capture */
var(Capture) const TextureRenderTarget2D TextureTarget;
/** horizontal field of view */
var(Capture) const float FieldOfView;
/** near plane clip distance */
var(Capture) const float NearPlane;
/** far plane clip distance: <= 0 means no far plane */
var(Capture) const float FarPlane;
/** set to false to disable automatic updates of the view/proj matrices */
var bool bUpdateMatrices;
// transients
/** view matrix used for rendering */
var const transient matrix ViewMatrix;
/** projection matrix used for rendering */
var const transient matrix ProjMatrix;
cpptext
{
protected:
// UActorComponent interface
/**
* Attach a new 2d capture component
*/
virtual void Attach();
/**
* Sets the ParentToWorld transform the component is attached to.
* @param ParentToWorld - The ParentToWorld transform the component is attached to.
*/
virtual void SetParentToWorld(const FMatrix& ParentToWorld);
public:
/**
* Constructor
*/
USceneCapture2DComponent() :
ViewMatrix(FMatrix::Identity),
ProjMatrix(FMatrix::Identity)
{}
/**
* Update the projection matrix using the fov,near,far,aspect
*/
void UpdateProjMatrix();
// SceneCaptureComponent interface
/**
* Create a new probe with info needed to render the scene
*/
virtual class FSceneCaptureProbe* CreateSceneCaptureProbe();
}
/** interface for changing TextureTarget, FOV, and clip planes */
native noexport final function SetCaptureParameters( optional TextureRenderTarget2D NewTextureTarget = TextureTarget,
optional float NewFOV = FieldOfView, optional float NewNearPlane = NearPlane,
optional float NewFarPlane = FarPlane );
/** changes the view location and rotation
* @note: unless bUpdateMatrices is false, this will get overwritten as soon as the component or its owner moves
*/
native final function SetView(vector NewLocation, rotator NewRotation);
defaultproperties
{
NearPlane=20
FarPlane=500
FieldOfView=80
bUpdateMatrices=true
}