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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class LensFlare extends Object native(LensFlare) dontcollapsecategories hidecategories(Object); /** * Helper for getting curves from distributions */ struct native transient LensFlareElementCurvePair { var string CurveName; var object CurveObject; }; /** * LensFlare Element */ struct native LensFlareElement { /** * The name of the element. (Optional) */ var() name ElementName; /** * The position along the ray from the source to the viewpoint to render the flare at. * 0.0 = At the source * 1.0 = The source point reflected about the view center. * < 0 = The point along the ray going away from the center past the source. * > 1 = The point along the ray beyond the 'end point' of the ray reflection. */ var() float RayDistance; /** * Whether the element is enabled or not */ var() bool bIsEnabled; /** * Whether the element value look ups should use the radial distance * from the center to the edge of the screen or the ratio of the distance * from the source element. */ var() bool bUseSourceDistance; /** * Whether the radial distance should be normalized to a unit value. * Without this, the radial distance will be 0..1 in the horizontal and vertical cases. * It will be 0..1.4 in the corners. */ var() bool bNormalizeRadialDistance; /** * Whether the element color value should be scaled by the source color. */ var() bool bModulateColorBySource; /** * The 'base' size of the element */ var() vector Size; /** * The material(s) to use for the flare element. */ var(Material) array<MaterialInterface> LFMaterials; /** * Each of the following properties are accessed based on the radial distance from the * center of the screen to the edge. * <1 = Opposite the ray direction * 0 = Center view * 1 = Edge of screen * >1 = Outside of screen edge */ /** Index of the material to use from the LFMaterial array. */ var(Material) rawdistributionfloat LFMaterialIndex; /** Global scaling. */ var(Scaling) rawdistributionfloat Scaling; /** Anamorphic scaling. */ var(Scaling) rawdistributionvector AxisScaling; /** Rotation. */ var(Rotation) rawdistributionfloat Rotation; /** Color. */ var(Color) rawdistributionvector Color; var(Color) rawdistributionfloat Alpha; /** Offset. */ var(Offset) rawdistributionvector Offset; /** Source to camera distance scaling. */ var(Scaling) rawdistributionvector DistMap_Scale; var(Scaling) rawdistributionvector DistMap_Color; var(Scaling) rawdistributionfloat DistMap_Alpha; structcpptext { void GetCurveObjects(TArray<FLensFlareElementCurvePair>& OutCurves); } structdefaultproperties { RayDistance=0.0 bNormalizeRadialDistance=true Begin Object Class=DistributionFloatConstant Name=DistributionLFMaterialIndex Constant=0.0; End Object LFMaterialIndex=(Distribution=DistributionLFMaterialIndex) Begin Object Class=DistributionFloatConstant Name=DistributionScaling Constant=1.0; End Object Scaling=(Distribution=DistributionScaling) Begin Object Class=DistributionVectorConstant Name=DistributionAxisScaling Constant=(X=1.0,Y=1.0,Z=0.0) End Object AxisScaling=(Distribution=DistributionAxisScaling) Begin Object Class=DistributionFloatConstant Name=DistributionRotation Constant=1.0; End Object Rotation=(Distribution=DistributionRotation) Begin Object Class=DistributionVectorConstant Name=DistributionColor Constant=(X=1.0,Y=1.0,Z=1.0) End Object Color=(Distribution=DistributionColor) Begin Object Class=DistributionFloatConstant Name=DistributionAlpha Constant=1.0f; End Object Alpha=(Distribution=DistributionAlpha) Begin Object Class=DistributionVectorConstant Name=DistributionOffset Constant=(X=0.0,Y=0.0,Z=0.0) End Object Offset=(Distribution=DistributionOffset) Begin Object Class=DistributionVectorConstant Name=DistributionDistMap_Scale Constant=(X=1.0,Y=1.0,Z=1.0) End Object DistMap_Scale=(Distribution=DistributionDistMap_Scale) Begin Object Class=DistributionVectorConstant Name=DistributionDistMap_Color Constant=(X=1.0,Y=1.0,Z=1.0) End Object DistMap_Color=(Distribution=DistributionDistMap_Color) Begin Object Class=DistributionFloatConstant Name=DistributionDistMap_Alpha Constant=1.0f; End Object DistMap_Alpha=(Distribution=DistributionDistMap_Alpha) } }; /** The Source of the lens flare */ var(Source) editinline export LensFlareElement SourceElement; /** The StaticMesh to use as the source (optional) */ var(Source) StaticMesh SourceMesh; /** The scene depth priority group to draw the source primitive in. */ var(Source) const ESceneDepthPriorityGroup SourceDPG; /** The individual reflection elements of the lens flare */ var(Reflections) editinline export array<LensFlareElement> Reflections; /** The scene depth priority group to draw the reflection primitive(s) in. */ var(Reflections) const ESceneDepthPriorityGroup ReflectionsDPG; /** Viewing cone angles. */ var(Visibility) float OuterCone; var(Visibility) float InnerCone; var(Visibility) float ConeFudgeFactor; var(Visibility) float Radius; /** Occlusion. */ var(Occlusion) rawdistributionfloat ScreenPercentageMap; /** * If TRUE, use the given bounds. * If FALSE and a static mesh is set for the source, the static mesh bounds will be used. * If FALSE and no static mesh is set, it will use the default bounds (likely not a good thing). */ var(Bounds) bool bUseFixedRelativeBoundingBox; /** The fixed bounding box to use when bUseFixedRelativeBoundingBox is TRUE */ var(Bounds) box FixedRelativeBoundingBox; /** Debugging helpers */ var(Debug) bool bRenderDebugLines; /** Used for curve editor to remember curve-editing setup. */ var export InterpCurveEdSetup CurveEdSetup; /** Internal variable used to initialize new entries in the Reflectsions array */ var transient int ReflectionCount; /** The angle to use when rendering the thumbnail image */ var rotator ThumbnailAngle; /** The distance to place the system when rendering the thumbnail image */ var float ThumbnailDistance; /** Internal: Indicates the thumbnail image is out of date */ var bool ThumbnailImageOutOfDate; /** Internal: The thumbnail image */ var Texture2D ThumbnailImage; // // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // defaultproperties { SourceElement=(ElementName="Source",bIsEnabled=True,Size=(X=0.500000,Y=0.500000,Z=0.000000),LFMaterialIndex=(Distribution=DistributionLFMaterialIndex,Op=1,LookupTableNumElements=1,LookupTableChunkSize=1,LookupTable=(0.000000,0.000000,0.000000,0.000000)),Scaling=(Distribution=DistributionScaling,Op=1,LookupTableNumElements=1,LookupTableChunkSize=1,LookupTable=(1.000000,1.000000,1.000000,1.000000)),AxisScaling=(Distribution=DistributionAxisScaling,Op=1,LookupTableNumElements=1,LookupTableChunkSize=3,LookupTable=(0.000000,1.000000,1.000000,1.000000,0.000000,1.000000,1.000000,0.000000)),Rotation=(Distribution=DistributionRotation,Op=1,LookupTableNumElements=1,LookupTableChunkSize=1,LookupTable=(0.000000,0.000000,0.000000,0.000000)),Color=(Distribution=DistributionColor,Op=1,LookupTableNumElements=1,LookupTableChunkSize=3,LookupTable=(1.000000,1.000000,1.000000,1.000000,1.000000,1.000000,1.000000,1.000000)),Alpha=(Distribution=DistributionAlpha,Op=1,LookupTableNumElements=1,LookupTableChunkSize=1,LookupTable=(1.000000,1.000000,1.000000,1.000000)),Offset=(Distribution=DistributionOffset,Op=1,LookupTableNumElements=1,LookupTableChunkSize=3,LookupTable=(0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000))) SourceDPG=SDPG_World ReflectionsDPG=SDPG_Foreground ConeFudgeFactor=0.500000 ScreenPercentageMap=(Distribution=DistributionScreenPercentageMap,Op=1,LookupTableNumElements=1,LookupTableChunkSize=1,LookupTable=(1.000000,1.000000,1.000000,1.000000)) Name="Default__LensFlare" ObjectArchetype=Object'Core.Default__Object' } |
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