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class MirrorCamera extends GenericExternalCamera native; var() private float MirrorOffset "How much the camera is allowed to move in relation to the player's view rotation. Larger numbers look more realistic, but can clip into geometry"; var() private Shader ReferenceShader "If set, allows extra effects to be applied to the Mirror scripted texture. A copy of the reference shader will be made, and the Diffuse material of the new shader will be set to this mirror's scripted texture."; var private const transient ScriptedTexture MirrorTexture; // Scripted Texture we render into var private const transient TexScaler MirrorScaler; // TexScales that "mirrors" the scripted texture var transient const Material MirrorMaterial; // Material wrapper for any fancy effects, must wrap the mirror panner in some way native function Initialize(); native static function ScriptedTexture CreateNewScriptedTexture(string InName); cpptext { UScriptedTexture* CreateScriptedTexture( const TCHAR* BaseName ); } event PostBeginPlay() { Super.PostBeginPlay(); // Will call our Initialize function, which doesn't settimer... SetTimer(1.0 / UpdateRate,true); // So we set it here. } simulated event Destroyed() { if (MirrorTexture != None) { // prevent GC failure due to hanging actor refs MirrorTexture.Client = None; } Super.Destroyed(); } simulated function Rotator GetViewRotation() { return Rotation; } simulated function Vector GetViewLocation() { local Vector X, Y, Z; local Vector EyeLocation, ToPlayer; local Actor ViewActor; // unused local Rotator EyeRotation; // unused Level.GetLocalPlayerController().PlayerCalcView(ViewActor, EyeLocation, EyeRotation); ToPlayer = EyeLocation - Location; GetAxes(Rotator(ToPlayer), X, Y, Z); // Translate the location along the player's forward vector, capped by MirrorOffset.... return Location + X * -Min(VSize(ToPlayer)/5.0f, MirrorOffset); } defaultproperties { bHidden=true DrawScale=0.5 MirrorOffset=20 FOV=85 } |
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