75 lines
2.3 KiB
Ucode
75 lines
2.3 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 ImageBasedReflectionComponent extends StaticMeshComponent
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native(Mesh)
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hidecategories(StaticMeshComponent)
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placeable
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editinlinenew;
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/** Whether to render the reflection. */
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var() bool bEnabled;
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/** Whether the reflection should be visible from the back. */
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var() bool bTwoSided;
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/**
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* Texture that will be applied to this reflection.
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* This texture will be used in a texture array and therefore must have the same size, number of mips, texture group settings and format
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* As the ReflectionTexture of every ImageBasedReflectionComponent that can be loaded at the same time.
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*/
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var() Texture2D ReflectionTexture;
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/** Color that will be multiplied against ReflectionTexture. Alpha is a brightness control. */
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var() interp LinearColor ReflectionColor;
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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 UBOOL IsValidComponent() const { return ReflectionTexture != NULL; }
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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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virtual FPrimitiveSceneProxy* CreateSceneProxy();
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virtual void PostLoad();
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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 image reflection component.
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* @param bSetEnabled - The new value for bEnabled.
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*/
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native final function SetEnabled(bool bSetEnabled);
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native final function UpdateImageReflectionParameters();
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/** Called from matinee code when ReflectionColor property changes. */
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function OnUpdatePropertyReflectionColor()
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{
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UpdateImageReflectionParameters();
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}
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defaultproperties
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{
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bEnabled=true
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ReflectionTexture=Texture2D'Engine_MI_Shaders.Textures.DefaultReflectionTexture_IBR'
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Materials(0)=Material'EditorMaterials.Utilities.ImageReflectionPreview'
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ReflectionColor=(R=1.0f, G=1.0f, B=1.0f, A=1.0f)
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StaticMesh=StaticMesh'EditorMeshes.TexPropPlane'
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bCastDynamicShadow=FALSE
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BlockRigidBody=FALSE
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CollideActors=FALSE
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bForceDirectLightMap=FALSE
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bAcceptsDynamicLights=FALSE
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bAcceptsLights=FALSE
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CastShadow=FALSE
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bUsePrecomputedShadows=FALSE
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bAcceptsStaticDecals=FALSE
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bAcceptsDynamicDecals=FALSE
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bUseAsOccluder=FALSE
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HiddenGame=true
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WireframeColor=(R=100,G=100,B=200,A=255)
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}
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