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