139 lines
4.1 KiB
Ucode
139 lines
4.1 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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/**
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* InterpData
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*
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*
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* Actual interpolation data, containing keyframe tracks, event tracks etc.
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* This does not contain any Actor references or state, so can safely be stored in
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* packages, shared between multiple Actors/SeqAct_Interps etc.
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*/
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class InterpData extends SequenceVariable
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native(Sequence);
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/** Duration of interpolation sequence - in seconds. */
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var float InterpLength;
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/** Position in Interp to move things to for path-building in editor. */
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var float PathBuildTime;
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/** Actual interpolation data. Groups of InterpTracks. */
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var export array<InterpGroup> InterpGroups;
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/** Used for curve editor to remember curve-editing setup. Only loaded in editor. */
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var export InterpCurveEdSetup CurveEdSetup;
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/** Used for filtering which tracks are currently visible. */
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var editoronly array<InterpFilter> InterpFilters;
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/** The currently selected filter. */
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var editoronly InterpFilter SelectedFilter;
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/** Array of default filters. */
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var editoronly transient array<InterpFilter> DefaultFilters;
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/** Used in editor for defining sections to loop, stretch etc. */
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var float EdSectionStart;
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/** Used in editor for defining sections to loop, stretch etc. */
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var float EdSectionEnd;
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/** If TRUE, then the matinee should be baked and pruned at cook time. */
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var() bool bShouldBakeAndPrune;
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struct native AnimSetBakeAndPruneStatus
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{
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/** Name of the anim set referenced in Matinee */
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var() editconst string AnimSetName;
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/** If TRUE, the animation is in a GroupAnimSets array, but is unused */
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var() editconst bool bReferencedButUnused;
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/** If TRUE, skip BakeAndPrune on this anim set during cooking */
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var() bool bSkipBakeAndPrune;
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/** If TRUE, skip this set entirely when cooking, as it for previewing only */
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var() bool bSkipCooking;
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};
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/** AnimSets referenced by this matinee, and whether to allow bake and prune on them during cooking. */
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var() editfixedsize array<AnimSetBakeAndPruneStatus> BakeAndPruneStatus;
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/** Cached version of the director group, if any, for easy access while in game */
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var transient InterpGroupDirector CachedDirectorGroup;
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cpptext
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{
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// UObject interface
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/**
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* This function is being called after all objects referenced by this object have been serialized.
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*/
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virtual void PostLoad(void);
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// SequenceVariable interface
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virtual FString GetValueStr();
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/** Search through all InterpGroups in this InterpData to find a group whose GroupName matches the given name. Returns INDEX_NONE if group not found. */
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INT FindGroupByName( FName GroupName );
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INT FindGroupByName( const FString& InGroupName );
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void FindTracksByClass(UClass* TrackClass, TArray<class UInterpTrack*>& OutputTracks);
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class UInterpGroupDirector* FindDirectorGroup();
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void GetAllEventNames(TArray<FName>& OutEventNames);
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#if WITH_EDITOR
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void UpdateBakeAndPruneStatus();
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#endif
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}
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defaultproperties
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{
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InterpLength=5.0
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EdSectionStart=0.0
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EdSectionEnd=1.0
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PathBuildTime=0.0
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bShouldBakeAndPrune=false
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ObjName="Matinee Data"
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ObjColor=(R=255,G=128,B=0,A=255) // orange
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Begin Object Class=InterpFilter Name=FilterAll
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Caption="All"
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End Object
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Begin Object Class=InterpFilter_Classes Name=FilterCameras
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Caption="Cameras"
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ClassToFilterBy=CameraActor
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End Object
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Begin Object Class=InterpFilter_Classes Name=FilterSkeletalMeshes
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Caption="Skeletal Meshes"
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ClassToFilterBy=SkeletalMeshActor
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End Object
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Begin Object Class=InterpFilter_Classes Name=FilterLighting
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Caption="Lights"
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ClassToFilterBy=Light
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End Object
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Begin Object Class=InterpFilter_Classes Name=FilterEmitters
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Caption="Particles"
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ClassToFilterBy=Emitter
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End Object
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Begin Object Class=InterpFilter_Classes Name=FilterSounds
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Caption="Sounds"
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TrackClasses=(InterpTrackSound)
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End Object
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Begin Object Class=InterpFilter_Classes Name=FilterEvents
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Caption="Events"
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TrackClasses=(InterpTrackEvent)
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End Object
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DefaultFilters=(FilterAll, FilterCameras, FilterSkeletalMeshes, FilterLighting, FilterEmitters, FilterSounds, FilterEvents)
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}
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