111 lines
3.7 KiB
Ucode
111 lines
3.7 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class FogVolumeDensityComponent extends ActorComponent
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native(FogVolume)
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hidecategories(Object)
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abstract
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editinlinenew;
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/** Fog Material to use on the AutomaticComponent. This will not be used on FogVolumeActors, they will use their existing materials. */
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var() MaterialInterface FogMaterial;
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var MaterialInterface DefaultFogVolumeMaterial;
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/** True if the fog is enabled. */
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var() const bool bEnabled;
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/**
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* Controls whether the fog volume affects intersecting translucency.
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* If FALSE, the fog volume will sort normally with translucency and not fog intersecting translucent objects.
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*/
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var() bool bAffectsTranslucency;
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/**
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* Controls whether the fog volume affects opaque pixels, or just intersecting translucency.
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*/
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var() bool bOnlyAffectsTranslucency;
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/**
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* Sets the 'EmissiveColor' Vector Parameter of FogMaterial.
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* This will have no effect if FogMaterial has been overridden with a material that does not have a 'EmissiveColor' parameter.
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*/
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var() interp LinearColor SimpleLightColor;
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/**
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* Color used to approximate fog material color on transparency.
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* Important: Set this color to match the overall color of the fog material, otherwise transparency will not be fogged correctly.
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*/
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var() interp LinearColor ApproxFogLightColor;
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/** Distance from the camera that the fog should start, in world units. */
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var() interp float StartDistance;
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/**
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* MaxDistance can be tweaked to be as low as it can go without making the fog noticeably less opaque,
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* And that will greatly improve the anti aliasing effect on opaque geometry in the foreground.
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*/
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var() float MaxDistance;
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/**
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* Optional array of actors that will define the shape of the fog volume.
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* These actors will not be moved along with the fog volume, and they can be selected directly.
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*/
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var() array<Actor> FogVolumeActors;
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cpptext
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{
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private:
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/** Adds the fog volume components to the scene */
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void AddFogVolumeComponents();
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/** Removes the fog volume components from the scene */
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void RemoveFogVolumeComponents();
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/**
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* Sets up FogVolumeActors's mesh components to defaults that are common usage with fog volumes.
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* Collision is disabled for the actor, each component gets assigned the default fog volume material,
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* lighting, shadowing, decal accepting, and occluding are disabled.
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*/
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void SetFogActorDefaults(const INT FogActorIndex);
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protected:
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// ActorComponent interface.
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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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// UObject interface
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virtual void PostEditChangeChainProperty(FPropertyChangedChainEvent& PropertyChangedEvent);
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public:
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// FogVolumeDensityComponent interface.
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virtual class FFogVolumeDensitySceneInfo* CreateFogVolumeDensityInfo(const UPrimitiveComponent* MeshComponent) const PURE_VIRTUAL(UFogVolumeDensityComponent::CreateFogVolumeDensityInfo,return NULL;);
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/** Checks for partial fog volume setup that will not render anything. */
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#if WITH_EDITOR
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virtual void CheckForErrors();
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#endif
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/** Returns FogMaterial if it is valid, otherwise DefaultFogVolumeMaterial */
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UMaterialInterface* GetMaterial() const;
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}
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/**
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* Changes the enabled state of the height fog component.
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* @param bSetEnabled - The new value for bEnabled.
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*/
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final native function SetEnabled(bool bSetEnabled);
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defaultproperties
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{
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DefaultFogVolumeMaterial=Material'EngineMaterials.FogVolumeMaterial'
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bEnabled=TRUE
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bAffectsTranslucency=TRUE
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bOnlyAffectsTranslucency=FALSE
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SimpleLightColor=(R=0.5,G=0.5,B=0.7,A=1.0)
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ApproxFogLightColor=(R=0.5,G=0.5,B=0.7,A=1.0)
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StartDistance=0.0
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MaxDistance=65535.0
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}
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