106 lines
3.5 KiB
Ucode
106 lines
3.5 KiB
Ucode
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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 DistributionFloatUniformRange extends DistributionFloat
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native
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collapsecategories
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hidecategories(Object)
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editinlinenew;
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/**
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* High value of the maximum end of the output float distribution.
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* Final value will be between [MinHigh..MinLow] or [MaxHigh..MaxLow]
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*/
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var() float MaxHigh;
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/**
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* Low value of the maximum end of the output float distribution.
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* Final value will be between [MinHigh..MinLow] or [MaxHigh..MaxLow]
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*/
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var() float MaxLow;
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/**
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* High value of the minimum end of the output float distribution.
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* Final value will be between [MinHigh..MinLow] or [MaxHigh..MaxLow]
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*/
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var() float MinHigh;
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/**
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* Low value of the minimum end of the output float distribution.
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* Final value will be between [MinHigh..MinLow] or [MaxHigh..MaxLow]
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*/
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var() float MinLow;
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/**
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* If TRUE, mirror the MaxHigh, MinHigh values in the MaxLow, MinLow values
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* ie, MinHigh = -MaxHigh; MinLow = -MaxLow
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*/
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var() bool bMirrorMaxMin;
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cpptext
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{
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virtual void PostLoad();
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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virtual FLOAT GetValue( FLOAT F = 0.f, UObject* Data = NULL, class FRandomStream* InRandomStream = NULL );
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#if !CONSOLE
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/**
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* Return the operation used at runtime to calculate the final value
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*/
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virtual ERawDistributionOperation GetOperation();
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/**
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* Fill out an array of floats and return the number of elements in the entry
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*
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* @param Time The time to evaluate the distribution
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* @param Values An array of values to be filled out, guaranteed to be big enough for 4 floats
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* @return The number of elements (values) set in the array
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*/
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virtual DWORD InitializeRawEntry(FLOAT Time, FLOAT* Values);
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#endif
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// FCurveEdInterface interface
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virtual INT GetNumKeys();
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virtual INT GetNumSubCurves() const;
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/**
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* Provides the color for the sub-curve button that is present on the curve tab.
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*
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* @param SubCurveIndex The index of the sub-curve. Cannot be negative nor greater or equal to the number of sub-curves.
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* @param bIsSubCurveHidden Is the curve hidden?
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* @return The color associated to the given sub-curve index.
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*/
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virtual FColor GetSubCurveButtonColor(INT SubCurveIndex, UBOOL bIsSubCurveHidden) const;
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virtual FLOAT GetKeyIn(INT KeyIndex);
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virtual FLOAT GetKeyOut(INT SubIndex, INT KeyIndex);
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/**
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* Provides the color for the given key at the given sub-curve.
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*
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* @param SubIndex The index of the sub-curve
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* @param KeyIndex The index of the key in the sub-curve
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* @param[in] CurveColor The color of the curve
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* @return The color that is associated the given key at the given sub-curve
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*/
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virtual FColor GetKeyColor(INT SubIndex, INT KeyIndex, const FColor& CurveColor);
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virtual void GetInRange(FLOAT& MinIn, FLOAT& MaxIn);
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virtual void GetOutRange(FLOAT& MinOut, FLOAT& MaxOut);
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virtual BYTE GetKeyInterpMode(INT KeyIndex);
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virtual void GetTangents(INT SubIndex, INT KeyIndex, FLOAT& ArriveTangent, FLOAT& LeaveTangent);
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virtual FLOAT EvalSub(INT SubIndex, FLOAT InVal);
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virtual INT CreateNewKey(FLOAT KeyIn);
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virtual void DeleteKey(INT KeyIndex);
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virtual INT SetKeyIn(INT KeyIndex, FLOAT NewInVal);
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virtual void SetKeyOut(INT SubIndex, INT KeyIndex, FLOAT NewOutVal);
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virtual void SetKeyInterpMode(INT KeyIndex, EInterpCurveMode NewMode);
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virtual void SetTangents(INT SubIndex, INT KeyIndex, FLOAT ArriveTangent, FLOAT LeaveTangent);
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}
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defaultproperties
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{
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bCanBeBaked=false
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}
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