104 lines
3.3 KiB
Ucode
104 lines
3.3 KiB
Ucode
/**
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* SceneCapture2DHitMaskComponent
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*
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* Allows owner's skeletal mesh capture to a 2D texture render target with mask information
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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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class SceneCapture2DHitMaskComponent extends SceneCaptureComponent
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native;
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/** render target resource to set as target for capture */
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var transient const TextureRenderTarget2D TextureTarget;
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/** mesh to render to target resource - Owner's SkeletalMesh**/
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var transient const SkeletalMeshComponent SkeletalMeshComp;
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/** Which section to render for mask **/
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var int MaterialIndex;
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/** Which LOD to force - -1 == use current**/
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/** Other LOD hasn't been tested and there could be issue with bone transform not matching up **/
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/** To do this properly we need to use ForcedLOD system of SkeletalMeshComponent **/
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var int ForceLOD;
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/** Hit Mask Cull Distance. If a point is further than this distance, it will ignore **/
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var int HitMaskCullDistance;
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/** Fading related variable **/
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/** Fading start time after hit - in second - by default 10 seconds
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* Infinite if less than zero
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**/
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var float FadingStartTimeSinceHit;
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/** What % of color to apply - Range of 0 to 1 **/
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var float FadingPercentage;
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/** Fading duration time since fading starts - in second **/
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var float FadingDurationTime;
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/** Fading interval - in second **/
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var float FadingIntervalTime;
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cpptext
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{
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protected:
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// UActorComponent interface
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/**
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* Attach a new 2d capture component
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*/
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virtual void Attach();
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public:
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/**
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* Constructor
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*/
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USceneCapture2DHitMaskComponent()
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{}
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// SceneCaptureComponent interface
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/**
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* Create a new probe with info needed to render the scene
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*/
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virtual class FSceneCaptureProbe* CreateSceneCaptureProbe();
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/** Set Capture Parameters
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* This sent message to render thread with parameter information
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* Render thread will modify the texture
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*/
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void SetCaptureParameters( const FVector & InMaskPosition, const FLOAT InMaskRadius, const FVector& InStartupPosition, const UBOOL bOnlyWhenFacing );
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/** Set Fading Start Time Since Hit
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* Will update the value in render thread - SceneProbe
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*/
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void SetFadingStartTimeSinceHit( const FLOAT InFadingStartTimeSinceHit );
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/**
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* Sets the ParentToWorld transform the component is attached to.
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* @param ParentToWorld - The ParentToWorld transform the component is attached to.
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*/
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virtual void SetParentToWorld(const FMatrix& ParentToWorld);
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/** When parent transforms, to prevent super behavior of re-attaching **/
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virtual void UpdateTransform();
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}
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/** interface for changing target texture */
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native noexport final function SetCaptureTargetTexture( const TextureRenderTarget2D InTextureTarget );
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/** interface for changing parameters */
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native noexport final function SetCaptureParameters( const vector InMaskPosition, const float InMaskRadius, const vector InStartupPosition, const bool bOnlyWhenFacing );
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/** interface for changing fading parameter. Negative will disable it. */
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native noexport final function SetFadingStartTimeSinceHit( const float InFadingStartTimeSinceHit );
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defaultproperties
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{
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MaterialIndex = 0
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ForceLOD = -1
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FadingStartTimeSinceHit = 10.f
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FadingPercentage = 0.99f
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FadingDurationTime = 50.f
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FadingIntervalTime = 3.f
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HitMaskCullDistance = 100.f
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}
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