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KF2-Dev-Scripts/Engine/Classes/DistributionVectorConstant.uc

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class DistributionVectorConstant extends DistributionVector
native
collapsecategories
hidecategories(Object)
editinlinenew;
/** This vector will be returned for all input times. */
var() vector Constant;
/** If true, X == Y == Z ie. only one degree of freedom. If false, each axis is picked independently. */
var bool bLockAxes;
var() EDistributionVectorLockFlags LockedAxes;
cpptext
{
virtual FVector GetValue( FLOAT F = 0.f, UObject* Data = NULL, INT LastExtreme = 0, class FRandomStream* InRandomStream = NULL );
// UObject interface
virtual void Serialize(FArchive& Ar);
// FCurveEdInterface interface
virtual INT GetNumKeys();
virtual INT GetNumSubCurves() const;
/**
* Provides the color for the sub-curve button that is present on the curve tab.
*
* @param SubCurveIndex The index of the sub-curve. Cannot be negative nor greater or equal to the number of sub-curves.
* @param bIsSubCurveHidden Is the curve hidden?
* @return The color associated to the given sub-curve index.
*/
virtual FColor GetSubCurveButtonColor(INT SubCurveIndex, UBOOL bIsSubCurveHidden) const;
virtual FLOAT GetKeyIn(INT KeyIndex);
virtual FLOAT GetKeyOut(INT SubIndex, INT KeyIndex);
/**
* Provides the color for the given key at the given sub-curve.
*
* @param SubIndex The index of the sub-curve
* @param KeyIndex The index of the key in the sub-curve
* @param[in] CurveColor The color of the curve
* @return The color that is associated the given key at the given sub-curve
*/
virtual FColor GetKeyColor(INT SubIndex, INT KeyIndex, const FColor& CurveColor);
virtual void GetInRange(FLOAT& MinIn, FLOAT& MaxIn);
virtual void GetOutRange(FLOAT& MinOut, FLOAT& MaxOut);
virtual BYTE GetKeyInterpMode(INT KeyIndex);
virtual void GetTangents(INT SubIndex, INT KeyIndex, FLOAT& ArriveTangent, FLOAT& LeaveTangent);
virtual FLOAT EvalSub(INT SubIndex, FLOAT InVal);
virtual INT CreateNewKey(FLOAT KeyIn);
virtual void DeleteKey(INT KeyIndex);
virtual INT SetKeyIn(INT KeyIndex, FLOAT NewInVal);
virtual void SetKeyOut(INT SubIndex, INT KeyIndex, FLOAT NewOutVal);
virtual void SetKeyInterpMode(INT KeyIndex, EInterpCurveMode NewMode);
virtual void SetTangents(INT SubIndex, INT KeyIndex, FLOAT ArriveTangent, FLOAT LeaveTangent);
// DistributionVector interface
virtual void GetRange(FVector& OutMin, FVector& OutMax);
}