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

136 lines
4.5 KiB
Ucode

/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class DistributionVectorUniformCurve extends DistributionVector
native
collapsecategories
hidecategories(Object)
editinlinenew;
/** Keyframe data for how output constant varies over time. */
var() interpcurvetwovectors ConstantCurve;
/** If true, X == Y == Z ie. only one degree of freedom. If false, each axis is picked independently. */
var bool bLockAxes1;
var bool bLockAxes2;
var() EDistributionVectorLockFlags LockedAxes[2];
var() EDistributionVectorMirrorFlags MirrorFlags[3];
var() bool bUseExtremes;
cpptext
{
virtual void PostLoad();
virtual FVector GetValue( FLOAT F = 0.f, UObject* Data = NULL, INT LastExtreme = 0, class FRandomStream* InRandomStream = NULL );
#if !CONSOLE
/**
* Return the operation used at runtime to calculate the final value
*/
virtual ERawDistributionOperation GetOperation();
/**
* Return the lock flags used at runtime to calculate the final value
*/
virtual ERawDistributionLockFlags GetLockFlags(INT InIndex)
{
if ((InIndex >= 0) && (InIndex <= 1))
{
switch (LockedAxes[InIndex])
{
case EDVLF_XY: return RDL_XY;
case EDVLF_XZ: return RDL_XZ;
case EDVLF_YZ: return RDL_YZ;
case EDVLF_XYZ: return RDL_XYZ;
}
}
return RDL_None;
}
/**
* Return true if the distribution is a uniform curve
*/
virtual UBOOL IsUniformCurve() { return TRUE; }
/**
* Fill out an array of vectors and return the number of elements in the entry
*
* @param Time The time to evaluate the distribution
* @param Values An array of values to be filled out, guaranteed to be big enough for 2 vectors
* @return The number of elements (values) set in the array
*/
virtual DWORD InitializeRawEntry(FLOAT Time, FVector* Values);
#endif
virtual FTwoVectors GetMinMaxValue(FLOAT F = 0.f, UObject* Data = NULL);
/** These two functions will retrieve the Min/Max values respecting the Locked and Mirror flags. */
virtual FVector GetMinValue();
virtual FVector GetMaxValue();
// 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);
/** Returns TRUE if this curve uses legacy tangent/interp algorithms and may be 'upgraded' */
virtual UBOOL UsingLegacyInterpMethod() const;
/** 'Upgrades' this curve to use the latest tangent/interp algorithms (usually, will 'bake' key tangents.) */
virtual void UpgradeInterpMethod();
virtual void LockAndMirror(FTwoVectors& Val);
// DistributionVector interface
virtual void GetRange(FVector& OutMin, FVector& OutMax);
}
defaultproperties
{
bLockAxes1 = false
bLockAxes2 = false
LockedAxes[0] = EDVLF_None
LockedAxes[1] = EDVLF_None
MirrorFlags[0] = EDVMF_Different
MirrorFlags[1] = EDVMF_Different
MirrorFlags[2] = EDVMF_Different
bUseExtremes = false
}