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KF2-Dev-Scripts/Engine/Classes/RadialBlurComponent.uc
2020-12-13 18:01:13 +03:00

86 lines
2.6 KiB
Ucode

/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class RadialBlurComponent extends ActorComponent
native
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/**
* Draws blur eminating outward from the world location of the component.
*/
/** Material to affect radial blur opacity/color */
var() const MaterialInterface Material;
/** Scene DPG determines order in which effect is drawn */
var() const ESceneDepthPriorityGroup DepthPriorityGroup;
/** Scale for the overall blur vectors */
var() const interp float BlurScale;
/** Exponent for falloff rate of blur vectors */
var() const interp float BlurFalloffExponent;
/** Amount to alpha blend the blur effect with the existing scene */
var() const interp float BlurOpacity;
/** Max distance where effect is rendered. If further than this then culled */
var() const float MaxCullDistance;
/** Rate of falloff based on distance from view origin */
var() const float DistanceFalloffExponent;
/**
* if TRUE then radial blur vectors are rendered to the velocity buffer
* instead of being used to manually sampling scene color values
*/
var() const bool bRenderAsVelocity;
/** if TRUE the effect is enabled and rendered in the scene */
var() const bool bEnabled;
/** The current parent to world transform of the component */
var native transient const matrix LocalToWorld;
// Accessors
native function SetMaterial(MaterialInterface InMaterial);
native function SetBlurScale(float InBlurScale);
native function SetBlurFalloffExponent(float InBlurFalloffExponent);
native function SetBlurOpacity(float InBlurOpacity);
native function SetEnabled(bool bInEnabled);
/** Called from matinee code when BlurScale property changes. */
function OnUpdatePropertyBlurScale()
{
SetBlurScale(BlurScale);
}
/** Called from matinee code when BlurFalloffExponent property changes. */
function OnUpdatePropertyBlurFalloffExponent()
{
SetBlurFalloffExponent(BlurFalloffExponent);
}
/** Called from matinee code when BlurOpacity property changes. */
function OnUpdatePropertyBlurOpacity()
{
SetBlurOpacity(BlurOpacity);
}
cpptext
{
protected:
// ActorComponent interface.
virtual void SetParentToWorld(const FMatrix& ParentToWorld);
virtual void Attach();
virtual void UpdateTransform();
virtual void Detach( UBOOL bWillReattach = FALSE );
}
defaultproperties
{
BlurScale=1.0
BlurFalloffExponent=1.5
BlurOpacity=1.0
MaxCullDistance=2000
DistanceFalloffExponent=1.5
bRenderAsVelocity=TRUE
bEnabled=TRUE
DepthPriorityGroup=SDPG_Foreground
}