88 lines
2.8 KiB
Ucode
88 lines
2.8 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 ExponentialHeightFogComponent extends ActorComponent
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native(FogVolume)
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collapsecategories
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hidecategories(Object)
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editinlinenew;
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/** True if the fog is enabled. */
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var() const bool bEnabled;
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/** z-height for the fog plane - updated by the owning actor */
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var const float FogHeight;
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/** Global density factor. */
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var() const interp float FogDensity;
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/**
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* Height density factor, controls how the density increases as height decreases.
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* Smaller values make the visible transition larger.
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*/
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var() const interp float FogHeightFalloff;
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/**
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* Maximum opacity of the fog.
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* A value of 1 means the fog can become fully opaque at a distance and replace scene color completely,
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* A value of 0 means the fog color will not be factored in at all.
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*/
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var() const interp float FogMaxOpacity;
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/** Distance from the camera that the fog will start, in world units. */
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var() const interp float StartDistance;
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/**
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* LightInscatteringColor is used in the direction of the dominant directional light, and OppositeLightColor is used in the opposite direction.
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* LightTerminatorAngle is the angle in degrees from the dominant directional light that an even amount of OppositeLightColor and LightInscatteringColor are used for the final fog color.
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* If there is no dominant directional light enabled, LightInscatteringColor will correspond to up in world space.
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*/
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var() const interp float LightTerminatorAngle;
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/** Scales OppositeLightColor. */
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var() const interp float OppositeLightBrightness;
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/** Fog Color used for the opposite direction from the dominant directional light. */
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var() const interp color OppositeLightColor;
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/** Scales LightInscatteringColor. */
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var() const interp float LightInscatteringBrightness;
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/** Fog Color used for the direction of the dominant directional light. */
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var() const interp color LightInscatteringColor;
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cpptext
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{
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protected:
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// ActorComponent interface.
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virtual void SetParentToWorld(const FMatrix& ParentToWorld);
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virtual void Attach();
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virtual void UpdateTransform();
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virtual void Detach( UBOOL bWillReattach = FALSE );
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public:
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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}
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/**
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* Changes the enabled state of the height fog component.
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* @param bSetEnabled - The new value for bEnabled.
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*/
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final native function SetEnabled(bool bSetEnabled);
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defaultproperties
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{
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TickGroup=TG_DuringAsyncWork
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bEnabled=TRUE
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FogDensity=0.02
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FogHeightFalloff=0.2
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FogMaxOpacity=1
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StartDistance=0
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LightTerminatorAngle=45
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OppositeLightBrightness=.2
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OppositeLightColor=(R=177,G=208,B=255)
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LightInscatteringBrightness=1
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LightInscatteringColor=(R=245,G=212,B=41)
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}
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