72 lines
2.6 KiB
Ucode
72 lines
2.6 KiB
Ucode
class InterpGroupInst extends Object
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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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* An instance of an InterpGroup for a particular Actor. There may be multiple InterpGroupInsts for a single
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* InterpGroup in the InterpData, if multiple Actors are connected to the same InterpGroup.
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* The Outer of an InterpGroupInst is the SeqAct_Interp
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*/
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cpptext
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{
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/**
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* Returns the Actor that this GroupInstance is working on.
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* Should use this instead of just referencing GroupActor, as it check bDeleteMe for you.
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*/
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virtual AActor* GetGroupActor();
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/** Called before Interp editing to save original state of Actor. @see UInterpTrackInst::SaveActorState */
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virtual void SaveGroupActorState();
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/** Called after Interp editing to put object back to its original state. @see UInterpTrackInst::RestoreActorState */
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virtual void RestoreGroupActorState();
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/**
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* Returns if this group contains this Actor
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*/
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virtual UBOOL HasActor(AActor * InActor)
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{
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return (GetGroupActor() == InActor);
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};
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/**
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* Initialse this Group instance. Called from USeqAct_Interp::InitInterp before doing any interpolation.
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* Save the Actor for the group and creates any needed InterpTrackInsts
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*/
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virtual void InitGroupInst(UInterpGroup* InGroup, AActor* InGroupActor);
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/**
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* Called when done with interpolation sequence. Cleans up InterpTrackInsts etc.
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* Do not do anything further with the Interpolation after this.
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*/
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virtual void TermGroupInst(UBOOL bDeleteTrackInst);
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/** Force any actors attached to this group's actor to update their position using their relative location/rotation. */
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void UpdateAttachedActors();
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/** Caches or Restores the PPS at the Start/End of the matinee sequence */
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UBOOL HasPPS( void );
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void CreatePPS( void );
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void CachePPS( const FPostProcessSettings& PPSettings );
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void RestorePPS( FPostProcessSettings& PPSettings );
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void DestroyPPS( void );
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void FreePPS( void );
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}
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/** InterpGroup within the InterpData that this is an instance of. */
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var InterpGroup Group;
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/**
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* Actor that this Group instance is acting upon.
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* NB: that this may be set to NULL at any time as a result of the Actor being destroyed.
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*/
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var Actor GroupActor;
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/** Array if InterpTrack instances. TrackInst.Num() == InterpGroup.InterpTrack.Num() must be true. */
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var array<InterpTrackInst> TrackInst;
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/** A cached copy of the group actor's pps (if it's a CameraActor) to prevent overwriting defaults */
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var private native transient pointer CachedCamOverridePostProcess{FPostProcessSettings}; // Just need to cache the bOverride_* flags
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