109 lines
3.3 KiB
Ucode
109 lines
3.3 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class PointLightComponent extends LightComponent
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native(Light)
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hidecategories(Object)
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editinlinenew;
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/** used to control when point light shadow mapping goes to a hack mode, the ShadowRadiusMultiplier is multiplied by the radius of object's bounding sphere */
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var float ShadowRadiusMultiplier;
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var() interp float Radius<UIMin=8.0 | UIMax=1024.0>;
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/** Controls the radial falloff of the light */
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var() interp float FalloffExponent;
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/** falloff for shadow when using LightShadow_Modulate */
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var() float ShadowFalloffExponent;
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/** The minimum radius at which the point light's shadow begins to attenuate. */
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var float MinShadowFalloffRadius;
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var const matrix CachedParentToWorld; //@todo remove me please
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var() const vector Translation;
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/** Plane used for planar shadows on mobile. */
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var const plane ShadowPlane;
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var const DrawLightRadiusComponent PreviewLightRadius;
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/** The Lightmass settings for this object. */
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var(Lightmass) LightmassPointLightSettings LightmassSettings <ScriptOrder=true>;
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var const DrawLightRadiusComponent PreviewLightSourceRadius;
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`if(`__TW_LIGHTING_MODIFICATIONS_) // Light Animation
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/** The sprite representation for the light component */
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var SpriteComponent LightSprite;
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`endif
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`if(`__TW_PATHFINDING_)
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/** (TW) NPCs using the PreferDarkness path constraint won't take this pointlight into consideration */
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var() bool bAIIgnoreLuminosity;
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`endif
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cpptext
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{
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protected:
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/**
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* Updates the light's PreviewLightRadius.
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*/
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void UpdatePreviewLightRadius();
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// UActorComponent interface.
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virtual void SetParentToWorld(const FMatrix& ParentToWorld);
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virtual void Attach();
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virtual void UpdateTransform();
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public:
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// ULightComponent interface.
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virtual FLightSceneInfo* CreateSceneInfo() const;
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virtual UBOOL AffectsBounds(const FBoxSphereBounds& Bounds) const;
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virtual FVector4 GetPosition() const;
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virtual FBox GetBoundingBox() const;
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virtual FLinearColor GetDirectIntensity(const FVector& Point) const;
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virtual ELightComponentType GetLightType() const;
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// update the LocalToWorld matrix
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virtual void SetTransformedToWorld();
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/**
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* Called after property has changed via e.g. property window or set command.
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*
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* @param PropertyThatChanged UProperty that has been changed, NULL if unknown
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*/
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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virtual void PostLoad();
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/** Update the PreviewLightSourceRadius */
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virtual void UpdatePreviewLightSourceRadius();
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}
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native final function SetTranslation(vector NewTranslation);
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`if(`__TW_LIGHTING_MODIFICATIONS_)
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/** Sets the radius and calls BeginDeferredReattach() if radius has changed */
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native final function SetRadius( float NewRadius );
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`endif
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/** Called from matinee code when LightColor property changes. */
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function OnUpdatePropertyLightColor()
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{
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UpdateColorAndBrightness();
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}
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/** Called from matinee code when Brightness property changes. */
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function OnUpdatePropertyBrightness()
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{
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UpdateColorAndBrightness();
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}
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defaultproperties
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{
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Radius=1024.0
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FalloffExponent=2
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ShadowFalloffExponent=2
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ShadowRadiusMultiplier=1.1
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ShadowPlane=(X=0,Y=0,Z=1,W=0)
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`if(`__TW_LIGHTING_MODIFICATIONS_)
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bCastPerObjectShadows=TRUE
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`endif
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}
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