69 lines
1.8 KiB
Ucode
69 lines
1.8 KiB
Ucode
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/**
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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 SeqAct_SetDOFParams extends SeqAct_Latent
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native(Sequence);
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/** exponent to apply to blur amount after it has been normalized to [0,1] */
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var() float FalloffExponent;
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/** affects the radius of the DepthOfField bohek / how blurry the scene gets */
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var() float BlurKernelSize;
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/** [0,1] value for clamping how much blur to apply to items in front of the focus plane */
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var(BlurAmount) float MaxNearBlurAmount<DisplayName=MaxNear>;
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/** [0,1] value for clamping how much blur to apply */
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var(BlurAmount) float MinBlurAmount<DisplayName=Min>;
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/** [0,1] value for clamping how much blur to apply to items behind the focus plane */
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var(BlurAmount) float MaxFarBlurAmount<DisplayName=MaxFar>;
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/** inner focus radius */
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var() float FocusInnerRadius;
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/** used when FOCUS_Distance is enabled */
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var() float FocusDistance;
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/** used when FOCUS_Position is enabled */
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var() vector FocusPosition;
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/** Time to interpolate values over */
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var() float InterpolateSeconds;
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/** Elapsed interpolation time */
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var float InterpolateElapsed;
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// Previous values, used in lerp()
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var float OldFalloffExponent;
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var float OldBlurKernelSize;
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var float OldMaxNearBlurAmount;
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var float OldMinBlurAmount;
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var float OldMaxFarBlurAmount;
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var float OldFocusInnerRadius;
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var float OldFocusDistance;
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var vector OldFocusPosition;
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cpptext
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{
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void Activated();
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void DeActivated();
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virtual UBOOL UpdateOp(FLOAT DeltaTime);
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};
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defaultproperties
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{
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InterpolateElapsed = 0
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InterpolateSeconds = 2
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ObjName="Depth Of Field"
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ObjCategory="Camera"
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// typical settings
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FocusDistance=600
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FocusInnerRadius=600
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FalloffExponent=4
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BlurKernelSize=5
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MaxNearBlurAmount=1
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MinBlurAmount=0
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MaxFarBlurAmount=1
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InputLinks(0)=(LinkDesc="Enable")
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InputLinks(1)=(LinkDesc="Disable")
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}
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