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Engine.Projector


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class Projector extends Actor
	placeable
	hidecategories(Collision, Force, Karma, LightColor, Lighting, Object, Sound)
	native;

// Projector blending operation.

enum EProjectorBlending
{
	PB_None,
	PB_Modulate,
	PB_AlphaBlend,
	PB_Add,
	PB_AlphaModulate,
};

var() EProjectorBlending	MaterialBlendingOp,		// The blending operation between the material being projected onto and ProjTexture.
							FrameBufferBlendingOp;	// The blending operation between the framebuffer and the result of the base material blend.

// Projector properties.

var() Material	ProjTexture;
var() int		FOV;
var() int		MaxTraceDistance;
var() bool		bProjectBSP;
var() bool		bProjectTerrain;
var() bool		bProjectStaticMesh;
var() bool		bProjectParticles;
var() bool		bProjectActor;
var() bool		bLevelStatic;
var() bool		bClipBSP;
var() bool		bClipStaticMesh;
var() bool		bProjectOnUnlit;
var() bool		bGradient;
var() bool		bProjectOnBackfaces;
var() bool		bProjectOnAlpha; 
var bool		bProjectOnParallelBSP; 

var() name		ProjectTag;
var() bool		bDynamicAttach;
var() bool		bNoProjectOnOwner "If true, this projector will not project on an actor that owns it. Only applicable to DynamicProjectors";
var() float		FadeInTime "Projector will fade in over this amount of time, in seconds. A value of 0 means 'appear instantly'";

// Internal state.

var const transient plane FrustumPlanes[6];
var const transient vector FrustumVertices[8];
var const transient Box Box;
var const transient ProjectorRenderInfoPtr RenderInfo;
var Texture GradientTexture;
var transient Matrix GradientMatrix;
var transient Matrix Matrix;
var transient Vector OldLocation;

// Native interface.

native function AttachProjector(optional float FadeInTime);
native function DetachProjector(optional bool Force);
native function AbandonProjector(optional float Lifetime);

native function AttachActor( Actor A );
native function DetachActor( Actor A );

simulated event PostBeginPlay()
{
	if ( Level.NetMode == NM_DedicatedServer )
	{
		GotoState('NoProjection');
		return;
	}

	Initialise();
	if( bProjectActor )
		SetCollision(True, False, False);
}

#if IG_TRIBES3	// rowan: savegame support
simulated event PostLoadGame()
{
	Initialise();
}

simulated function Initialise()
{
	AttachProjector( FadeInTime );
	if( bLevelStatic )
	{
#if IG_SHARED // ckline: projectors cannot be both bLevelStatic and bDynamicAttach!
        assertWithDescription(!bDynamicAttach, "Projector "$Name$" is both bLevelStatic=true and bDynamicAttach=true -- this is not allowed and will probably cause the game to crash soon"); 
#endif
		AbandonProjector();
		Destroy();
	}
}
#endif


simulated event Touch( Actor Other )
{
	if(Other==None)
		return;

	if( Other.bAcceptsProjectors
	    && (ProjectTag=='' || Other.Tag==ProjectTag)
	    && (bProjectStaticMesh || Other.StaticMesh==None)
	    && !(Other.bStatic && bStatic && Other.StaticMesh!=None) )
	{
	    AttachActor(Other);
        }
}

simulated event Untouch( Actor Other )
{
	DetachActor(Other);
}
 
#if IG_SHARED	// rowan: call back before dynamic projectors are rendererd
native final function UpdateMatrix();
simulated event PreRenderCallback() {}
#endif

state NoProjection
{
	function BeginState()
	{
		Disable('Tick');
	}
}

defaultproperties
{
	MaterialBlendingOp=PB_None
	FrameBufferBlendingOp=PB_Modulate
	FOV=0
	bDirectional=True
	Texture=Texture'Engine_res.Proj_Icon'
	MaxTraceDistance=1000
	bProjectBSP=True
	bProjectTerrain=True
	bProjectStaticMesh=True
	bProjectParticles=True
	bProjectActor=True
	bProjectOnAlpha=True
	bClipBSP=False
	bClipStaticMesh=False
	bLevelStatic=False
	bProjectOnUnlit=False
	bHidden=True
	bStatic=True
	GradientTexture=Texture'Engine_res.GRADIENT_Fade'
	bProjectOnBackfaces=False
	bDynamicAttach=False
	RemoteRole=ROLE_None
	CullDistance=0
// #if IG_SHARED
    bOnlyAffectCurrentZone=false
// #endif
}

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Class file time: ne 5.9.2004 16:01:26.000 - Creation time: st 23.5.2018 00:10:46.636 - Created with UnCodeX