Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 |
/* CameraActor * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class CameraActor extends Actor native placeable; var() bool bConstrainAspectRatio; var() interp float AspectRatio; var() interp float FOVAngle; var() bool bCamOverridePostProcess; var() interp PostProcessSettings CamOverridePostProcess; var DrawFrustumComponent DrawFrustum; var StaticMeshComponent MeshComp; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) replication { if (Role == ROLE_Authority) FOVAngle, AspectRatio; } /** * Returns camera's Point of View. * Called by Camera.uc class. Subclass and postprocess to add any effects. */ simulated function GetCameraView(float DeltaTime, out TPOV OutPOV) { GetActorEyesViewPoint(OutPOV.Location, OutPOV.Rotation); OutPOV.FOV = FOVAngle; } /** * list important CameraActor variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when * the ShowDebug exec is used * * @param HUD - HUD with canvas to draw on * @input out_YL - Height of the current font * @input out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line. */ simulated function DisplayDebug(HUD HUD, out float out_YL, out float out_YPos) { local float XL; local Canvas Canvas; Canvas = HUD.Canvas; super.DisplayDebug( HUD, out_YL, out_YPos); Canvas.StrLen("TEST", XL, out_YL); out_YPos += out_YL; Canvas.SetPos(4,out_YPos); Canvas.DrawText("FOV:" $ FOVAngle, false); } defaultproperties { bConstrainAspectRatio=True AspectRatio=1.777778 FOVAngle=90.000000 CamOverridePostProcess=(bEnableBloom=True,bEnableSceneEffect=True,Bloom_Scale=1.000000,Bloom_InterpolationDuration=1.000000,DOF_FalloffExponent=4.000000,DOF_BlurKernelSize=16.000000,DOF_MaxNearBlurAmount=1.000000,DOF_MaxFarBlurAmount=1.000000,DOF_ModulateBlurColor=(B=255,G=255,R=255,A=255),DOF_FocusInnerRadius=2000.000000,DOF_InterpolationDuration=1.000000,MotionBlur_MaxVelocity=1.000000,MotionBlur_Amount=0.500000,MotionBlur_FullMotionBlur=True,MotionBlur_CameraRotationThreshold=45.000000,MotionBlur_CameraTranslationThreshold=10000.000000,MotionBlur_InterpolationDuration=1.000000,Scene_HighLights=(X=1.000000,Y=1.000000,Z=1.000000),Scene_MidTones=(X=1.000000,Y=1.000000,Z=1.000000),Scene_InterpolationDuration=1.000000) Begin Object Class=DrawFrustumComponent Name=DrawFrust0 ObjName=DrawFrust0 Archetype=DrawFrustumComponent'Engine.Default__DrawFrustumComponent' Name="DrawFrust0" ObjectArchetype=DrawFrustumComponent'Engine.Default__DrawFrustumComponent' End Object DrawFrustum=DrawFrust0 Begin Object Class=StaticMeshComponent Name=CamMesh0 ObjName=CamMesh0 Archetype=StaticMeshComponent'Engine.Default__StaticMeshComponent' HiddenGame=True CastShadow=False CollideActors=False BlockRigidBody=False AlwaysLoadOnClient=False AlwaysLoadOnServer=False Name="CamMesh0" ObjectArchetype=StaticMeshComponent'Engine.Default__StaticMeshComponent' End Object MeshComp=CamMesh0 Components(0)=CamMesh0 Components(1)=DrawFrust0 Physics=PHYS_Interpolating bNoDelete=True NetUpdateFrequency=1.000000 Name="Default__CameraActor" ObjectArchetype=Actor'Engine.Default__Actor' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |