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KF2-Dev-Scripts/Core/Classes/DistributionVector.uc

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class DistributionVector extends Component
inherits(FCurveEdInterface)
native
collapsecategories
hidecategories(Object)
editinlinenew
abstract;
enum EDistributionVectorLockFlags
{
EDVLF_None,
EDVLF_XY,
EDVLF_XZ,
EDVLF_YZ,
EDVLF_XYZ
};
enum EDistributionVectorMirrorFlags
{
EDVMF_Same,
EDVMF_Different,
EDVMF_Mirror
};
struct native RawDistributionVector extends RawDistribution
{
structcpptext
{
#if !CONSOLE
/**
* Initialize a raw distribution from the original Unreal distribution
*/
void Initialize();
#endif
/**
* Gets a pointer to the raw distribution if you can just call FRawDistribution::GetValue3 on it, otherwise NULL
*/
const FRawDistribution *GetFastRawDistribution();
/**
* Get the value at the specified F
*/
FVector GetValue(FLOAT F=0.0f, UObject* Data=NULL, INT LastExtreme=0, class FRandomStream* InRandomStream = NULL);
/**
* Get the min and max values
*/
void GetOutRange(FLOAT& MinOut, FLOAT& MaxOut);
/**
* Is this distribution a uniform type? (ie, does it have two values per entry?)
*/
inline UBOOL IsUniform() { return LookupTableNumElements == 2; }
}
var() export noclear DistributionVector Distribution;
};
cpptext
{
#if !CONSOLE
/**
* Return the operation used at runtime to calculate the final value
*/
virtual ERawDistributionOperation GetOperation() { return RDO_None; }
/**
* Return the lock flags used at runtime to calculate the final value
*/
virtual ERawDistributionLockFlags GetLockFlags(INT InIndex) { return RDL_None; }
/**
* Return true if the distribution is a uniform curve
*/
virtual UBOOL IsUniformCurve() { return FALSE; }
/**
* Fill out an array of vectors and return the number of elements in the entry
*
* @param Time The time to evaluate the distribution
* @param Values An array of values to be filled out, guaranteed to be big enough for 2 vectors
* @return The number of elements (values) set in the array
*/
virtual DWORD InitializeRawEntry(FLOAT Time, FVector* Values);
#endif
virtual FVector GetValue( FLOAT F = 0.f, UObject* Data = NULL, INT LastExtreme = 0, class FRandomStream* InRandomStream = NULL );
virtual void GetInRange(FLOAT& MinIn, FLOAT& MaxIn);
virtual void GetOutRange(FLOAT& MinOut, FLOAT& MaxOut);
virtual void GetRange(FVector& OutMin, FVector& OutMax);
/**
* Return whether or not this distribution can be baked into a FRawDistribution lookup table
*/
virtual UBOOL CanBeBaked() const
{
return bCanBeBaked;
}
/** UObject interface */
virtual void Serialize(FArchive& Ar);
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
/**
* If the distribution can be baked, then we don't need it on the client or server
*/
virtual UBOOL NeedsLoadForClient() const;
virtual UBOOL NeedsLoadForServer() const;
}
/** Can this variable be baked out to a FRawDistribution? Should be TRUE 99% of the time*/
var(Baked) bool bCanBeBaked;
/** Set internally when the distribution is updated so that that FRawDistribution can know to update itself*/
var bool bIsDirty;
/** Script-accessible way to query a vector distribution */
native function vector GetVectorValue(optional float F = 0.0, optional INT LastExtreme = 0);
defaultproperties
{
bCanBeBaked=true
// make sure the FRawDistribution is initialized
bIsDirty=true
}