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Engine.Projector


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class Projector extends Actor
    placeable
    native;

#exec Texture Import File=Textures\Proj_IconMasked.pcx Name=Proj_Icon Mips=Off MASKED=1
#exec Texture Import file=Textures\GRADIENT_Fade.tga Name=GRADIENT_Fade Mips=Off UCLAMPMODE=CLAMP VCLAMPMODE=CLAMP DXT=3
#exec Texture Import file=Textures\GRADIENT_Clip.tga Name=GRADIENT_Clip Mips=Off UCLAMPMODE=CLAMP VCLAMPMODE=CLAMP DXT=3


// Projector blending operation.

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

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; // Only for dynamic projectors
var   float     FadeInTime;

// 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;
    }
    
    AttachProjector( FadeInTime );
    if( bLevelStatic )
    {
        AbandonProjector();
        Destroy();
    }
    if( bProjectActor )
        SetCollision(True, False, False);
}

simulated event Touch( Actor Other )
{
    if( Other==None ) // sjs - rockets into projector
        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);
}

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

defaultproperties
{
     FrameBufferBlendingOp=PB_Modulate
     MaxTraceDistance=1000
     bProjectBSP=True
     bProjectTerrain=True
     bProjectStaticMesh=True
     bProjectParticles=True
     bProjectActor=True
     GradientTexture=Texture'Engine.GRADIENT_Fade'
     bStatic=True
     bHidden=True
     RemoteRole=ROLE_None
     Texture=Texture'Engine.Proj_Icon'
     bDirectional=True
}

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Class file time: Mon 23/10/2006 20:25:16.000 - Creation time: Wed 7/2/2007 19:16:49.546 - Created with UnCodeX