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 |
class GenericExternalCamera extends Actor HideCategories(Advanced, Collision, Events, Force, Karma, LightColor, Lighting, Movement, Object, Sound) placeable native; enum EOptimizeOption { OPTIMIZE_None, OPTIMIZE_Radius, OPTIMIZE_Zone, OPTIMIZE_VisibleZones }; var() ScriptedTexture CameraTexture "ScriptedTexture that this class renders into. The ScriptedTexture can be combined with other materials for special effects."; var() int ResolutionX "The X Resolution of the desired rendered texture. Lower resolutions are faster but more pixelated."; var() int ResolutionY "The Y Resolution of the desired rendered texture. Lower resolutions are faster but more pixelated."; var() int OptimizedRadius "Used only if OptimizeFor is set to OPTIMIZE_Radius"; var() int UpdateRate "How many times per second to update the texture"; var() int FOV "The desired field of view for the rendered viewport"; var() EOptimizeOption OptimizeFor "How to optimize this camera. Note: OPTIMIZE_VisibleZones does nothing currently"; var bool bTimerHasElapsed; function PostBeginPlay() { Super.PostBeginPlay(); Initialize(); } function PostLoadGame() { super.PostLoadGame(); Initialize(); } function Initialize() { CameraTexture.Client = Self; CameraTexture.bNotifyClientBeforeRendering = true; CameraTexture.SetSize(ResolutionX, ResolutionY); // Make sure it updates at least once so we don't see garbage... CameraTexture.Revision++; SetTimer(1.0 / UpdateRate,true); } simulated event Destroyed() { if (CameraTexture != None) { // prevent GC failure due to hanging actor refs CameraTexture.Client = None; } Super.Destroyed(); } event PreScriptedTextureRendered(ScriptedTexture Tex) { if ( bTimerHasElapsed ) { Tex.Revision++; bTimerHasElapsed = false; } } event RenderTexture(ScriptedTexture inTexture) { inTexture.DrawPortal(0, 0, ResolutionX, ResolutionY, Level.GetLocalPlayerController(), GetViewLocation(), GetViewRotation(), FOV,,true); } simulated function Rotator GetViewRotation() { return Rotation; } simulated function Vector GetViewLocation() { return Location; } simulated function Timer() { switch(OptimizeFor) { case OPTIMIZE_Radius: if ( VSize( Level.GetLocalPlayerController().Pawn.Location - Location ) > OptimizedRadius ) return; break; case OPTIMIZE_Zone: if ( Level.GetLocalPlayerController().Pawn.Region.Zone != Region.Zone ) return; break; } bTimerHasElapsed=true; } defaultproperties { ResolutionX=256 ResolutionY=256 UpdateRate=60 FOV=90 OptimizedRadius=1024 bDirectional=true bHidden=true RemoteRole=ROLE_None Texture=Texture'Engine_res.subactionfov' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |