/** * 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); }