86 lines
2.6 KiB
Ucode
86 lines
2.6 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class RadialBlurComponent extends ActorComponent
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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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/**
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* Draws blur eminating outward from the world location of the component.
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*/
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/** Material to affect radial blur opacity/color */
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var() const MaterialInterface Material;
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/** Scene DPG determines order in which effect is drawn */
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var() const ESceneDepthPriorityGroup DepthPriorityGroup;
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/** Scale for the overall blur vectors */
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var() const interp float BlurScale;
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/** Exponent for falloff rate of blur vectors */
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var() const interp float BlurFalloffExponent;
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/** Amount to alpha blend the blur effect with the existing scene */
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var() const interp float BlurOpacity;
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/** Max distance where effect is rendered. If further than this then culled */
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var() const float MaxCullDistance;
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/** Rate of falloff based on distance from view origin */
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var() const float DistanceFalloffExponent;
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/**
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* if TRUE then radial blur vectors are rendered to the velocity buffer
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* instead of being used to manually sampling scene color values
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*/
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var() const bool bRenderAsVelocity;
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/** if TRUE the effect is enabled and rendered in the scene */
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var() const bool bEnabled;
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/** The current parent to world transform of the component */
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var native transient const matrix LocalToWorld;
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// Accessors
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native function SetMaterial(MaterialInterface InMaterial);
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native function SetBlurScale(float InBlurScale);
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native function SetBlurFalloffExponent(float InBlurFalloffExponent);
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native function SetBlurOpacity(float InBlurOpacity);
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native function SetEnabled(bool bInEnabled);
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/** Called from matinee code when BlurScale property changes. */
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function OnUpdatePropertyBlurScale()
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{
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SetBlurScale(BlurScale);
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}
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/** Called from matinee code when BlurFalloffExponent property changes. */
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function OnUpdatePropertyBlurFalloffExponent()
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{
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SetBlurFalloffExponent(BlurFalloffExponent);
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}
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/** Called from matinee code when BlurOpacity property changes. */
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function OnUpdatePropertyBlurOpacity()
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{
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SetBlurOpacity(BlurOpacity);
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}
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cpptext
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{
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protected:
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// ActorComponent 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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virtual void Detach( UBOOL bWillReattach = FALSE );
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}
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defaultproperties
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{
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BlurScale=1.0
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BlurFalloffExponent=1.5
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BlurOpacity=1.0
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MaxCullDistance=2000
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DistanceFalloffExponent=1.5
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bRenderAsVelocity=TRUE
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bEnabled=TRUE
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DepthPriorityGroup=SDPG_Foreground
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}
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