132 lines
3.5 KiB
Ucode
132 lines
3.5 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class DistributionFloat extends Component
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inherits(FCurveEdInterface)
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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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abstract;
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struct native RawDistributionFloat extends RawDistribution
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{
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structcpptext
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{
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#if !CONSOLE
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/**
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* Initialize a raw distribution from the original Unreal distribution
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*/
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void Initialize();
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#endif
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/**
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* Gets a pointer to the raw distribution if you can just call FRawDistribution::GetValue1 on it, otherwise NULL
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*/
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const FRawDistribution* GetFastRawDistribution();
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/**
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* Get the value at the specified F
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*/
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FLOAT GetValue(FLOAT F=0.0f, UObject* Data=NULL, class FRandomStream* InRandomStream = NULL);
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/**
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* Get the min and max values
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*/
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void GetOutRange(FLOAT& MinOut, FLOAT& MaxOut);
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/**
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* Is this distribution a uniform type? (ie, does it have two values per entry?)
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*/
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inline UBOOL IsUniform() { return LookupTableNumElements == 2; }
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}
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var() export noclear DistributionFloat Distribution;
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};
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struct native MatineeRawDistributionFloat extends RawDistributionFloat
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{
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structcpptext
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{
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/**
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* Get the value at the specified F
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*/
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FLOAT GetValue(FLOAT F=0.0f, UObject* Data=NULL, class FRandomStream* InRandomStream = NULL);
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}
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/** The value that will be modified by Matinee. */
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var float MatineeValue;
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/** TRUE when the value returned is controlled by matinee. */
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var bool bInMatinee;
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};
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cpptext
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{
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#if !CONSOLE
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/**
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* Return the operation used at runtime to calculate the final value
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*/
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virtual ERawDistributionOperation GetOperation() { return RDO_None; }
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/**
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* Return the lock flags used at runtime to calculate the final value
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*/
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virtual ERawDistributionLockFlags GetLockFlags(INT InIndex) { return RDL_None; }
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/**
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* Fill out an array of floats and return the number of elements in the entry
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*
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* @param Time The time to evaluate the distribution
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* @param Values An array of values to be filled out, guaranteed to be big enough for 4 values
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* @return The number of elements (values) set in the array
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*/
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virtual DWORD InitializeRawEntry(FLOAT Time, FLOAT* Values);
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#endif
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virtual FLOAT GetValue( FLOAT F = 0.f, UObject* Data = NULL, class FRandomStream* InRandomStream = NULL );
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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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/**
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* Return whether or not this distribution can be baked into a FRawDistribution lookup table
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*/
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virtual UBOOL CanBeBaked() const
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{
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return bCanBeBaked;
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}
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/** UObject interface */
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virtual void Serialize(FArchive& Ar);
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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/**
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* If the distribution can be baked, then we don't need it on the client or server
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*/
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virtual UBOOL NeedsLoadForClient() const;
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virtual UBOOL NeedsLoadForServer() const;
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}
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/** Can this variable be baked out to a FRawDistribution? Should be TRUE 99% of the time*/
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var(Baked) bool bCanBeBaked;
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/** Set internally when the distribution is updated so that that FRawDistribution can know to update itself*/
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var bool bIsDirty;
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/** Script-accessible way to query a float distribution */
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native function float GetFloatValue(optional float F = 0.0);
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defaultproperties
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{
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bCanBeBaked=true
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// make sure the FRawDistribution is initialized
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bIsDirty=true
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}
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