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Engine.ShadowProjector


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class ShadowProjector extends Projector;

var() Actor                 ShadowActor;
var() vector                LightDirection;
var() float                 LightDistance;
var() bool                  RootMotion;
var() bool                  bBlobShadow;
var() bool                  bShadowActive;
var ShadowBitmapMaterial    ShadowTexture;

event PostBeginPlay()
{
    Super(Actor).PostBeginPlay();
}

event Destroyed()
{
    if(ShadowTexture != None)
    {
        ShadowTexture.ShadowActor = None;
        
        if(!ShadowTexture.Invalid)
            Level.ObjectPool.FreeObject(ShadowTexture);

        ShadowTexture = None;
        ProjTexture = None;
    }

    Super.Destroyed();
}

function InitShadow()
{
    local Plane     BoundingSphere;

    if(ShadowActor != None)
    {
        BoundingSphere = ShadowActor.GetRenderBoundingSphere();
        FOV = Atan(BoundingSphere.W * 2 + 160, LightDistance) * 180 / PI;

        ShadowTexture = ShadowBitmapMaterial(Level.ObjectPool.AllocateObject(class'ShadowBitmapMaterial'));
        ProjTexture = ShadowTexture;

        if(ShadowTexture != None)
        {
            SetDrawScale(LightDistance * tan(0.5 * FOV * PI / 180) / (0.5 * ShadowTexture.USize));

            ShadowTexture.Invalid = False;
            ShadowTexture.bBlobShadow = bBlobShadow;
            ShadowTexture.ShadowActor = ShadowActor;
            ShadowTexture.LightDirection = Normal(LightDirection);
            ShadowTexture.LightDistance = LightDistance;
            ShadowTexture.LightFOV = FOV;
            ShadowTexture.CullDistance = CullDistance; 
    
            Enable('Tick');
            UpdateShadow();
        }
        else
            Log(Name$".InitShadow: Failed to allocate texture");
    }
    else
        Log(Name$".InitShadow: No actor");
}

function UpdateShadow()
{
    local coords    C;

    DetachProjector(true);

    if( (ShadowActor != None) && !ShadowActor.bHidden && (Level.TimeSeconds - ShadowActor.LastRenderTime < 4) && (ShadowTexture != None) && bShadowActive )
    {
        if( ShadowTexture.Invalid )
            Destroy();
        else
        {
            if(RootMotion && ShadowActor.DrawType == DT_Mesh && ShadowActor.Mesh != None)
            {
                C = ShadowActor.GetBoneCoords('');
                SetLocation(C.Origin);
            }
            else
                SetLocation(ShadowActor.Location + vect(0,0,5));

            SetRotation(Rotator(Normal(-LightDirection)));

            ShadowTexture.Dirty = true;
            
            AttachProjector();
        }
    }
}

function Tick(float DeltaTime)
{
    UpdateShadow();
}

defaultproperties
{
     bShadowActive=True
     bProjectActor=False
     bClipBSP=True
     bGradient=True
     bProjectOnAlpha=True
     bProjectOnParallelBSP=True
     bDynamicAttach=True
     CullDistance=1200.000000
     bStatic=False
     bOwnerNoSee=True
}

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Class file time: Mon 23/10/2006 20:25:18.000 - Creation time: Wed 7/2/2007 19:16:51.171 - Created with UnCodeX