88 lines
2.9 KiB
Ucode
88 lines
2.9 KiB
Ucode
class InterpTrackParticleReplay extends InterpTrack
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native(Interpolation);
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/**
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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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* This track implements support for creating and playing back captured particle system data
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*/
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cpptext
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{
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// InterpTrack interface
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virtual INT GetNumKeyframes() const;
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virtual void GetTimeRange(FLOAT& StartTime, FLOAT& EndTime) const;
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virtual FLOAT GetTrackEndTime() const;
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virtual FLOAT GetKeyframeTime(INT KeyIndex) const;
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virtual INT AddKeyframe(FLOAT Time, UInterpTrackInst* TrInst, EInterpCurveMode InitInterpMode);
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virtual INT SetKeyframeTime(INT KeyIndex, FLOAT NewKeyTime, UBOOL bUpdateOrder=true);
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virtual void RemoveKeyframe(INT KeyIndex);
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virtual INT DuplicateKeyframe(INT KeyIndex, FLOAT NewKeyTime);
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virtual UBOOL GetClosestSnapPosition(FLOAT InPosition, TArray<INT> &IgnoreKeys, FLOAT& OutPosition);
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virtual void PreviewUpdateTrack(FLOAT NewPosition, UInterpTrackInst* TrInst);
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virtual void UpdateTrack(FLOAT NewPosition, UInterpTrackInst* TrInst, UBOOL bJump);
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/** Get the name of the class used to help out when adding tracks, keys, etc. in UnrealEd.
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* @return String name of the helper class.*/
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virtual const FString GetEdHelperClassName() const;
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virtual class UMaterial* GetTrackIcon() const;
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/** Whether or not this track is allowed to be used on static actors. */
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virtual UBOOL AllowStaticActors() { return TRUE; }
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/**
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* Lets the interface object know that we are beginning a drag operation.
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*/
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virtual void BeginDrag(FInterpEdInputData &InputData);
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/**
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* Lets the interface object know that we are ending a drag operation.
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*/
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virtual void EndDrag(FInterpEdInputData &InputData);
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/**
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* @return Returns the mouse cursor to display when this input interface is moused over.
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*/
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EMouseCursor GetMouseCursor(FInterpEdInputData &InputData);
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/**
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* Called when an object is dragged.
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*/
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void ObjectDragged(FInterpEdInputData& InputData);
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virtual void DrawTrack( FCanvas* Canvas, UInterpGroup* Group, const FInterpTrackDrawParams& Params );
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}
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/** Data for a single key in this track */
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struct native ParticleReplayTrackKey
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{
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/** Position along timeline */
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var float Time;
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/** Time length this clip should be captured/played for */
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var() float Duration;
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/** Replay clip ID number that identifies the clip we should capture to or playback from */
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var() int ClipIDNumber;
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};
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/** Array of keys */
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var editinline array<ParticleReplayTrackKey> TrackKeys;
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/** True in the editor if track should be used to capture replay frames instead of play them back */
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var transient editoronly const bool bIsCapturingReplay;
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/** Current replay fixed time quantum between frames (one over frame rate) */
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var transient editoronly const float FixedTimeStep;
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defaultproperties
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{
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TrackInstClass=class'Engine.InterpTrackInstParticleReplay'
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TrackTitle="Particle Replay"
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}
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