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Engine.SceneCapture2DComponent


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/**
 * SceneCapture2DComponent
 *
 * Allows a scene capture to a 2D texture render target
 *
 * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
 */
class SceneCapture2DComponent extends SceneCaptureComponent
	native;

/** render target resource to set as target for capture */
var(Capture) const TextureRenderTarget2D TextureTarget;
/** horizontal field of view */
var(Capture) const float FieldOfView;
/** near plane clip distance */
var(Capture) const float NearPlane;
/** far plane clip distance: <= 0 means no far plane */
var(Capture) const float FarPlane;
/** set to false to disable automatic updates of the view/proj matrices */
var bool bUpdateMatrices;

// transients
/** view matrix used for rendering */
var const transient matrix ViewMatrix;
/** projection matrix used for rendering */
var const transient matrix ProjMatrix;

cpptext
{
protected:

	// UActorComponent interface

	/**
	* Attach a new 2d capture component
	*/
	virtual void Attach();

	/**
	 * Sets the ParentToWorld transform the component is attached to.
	 * @param ParentToWorld - The ParentToWorld transform the component is attached to.
	 */
	virtual void SetParentToWorld(const FMatrix& ParentToWorld);

public:

	/**
	* Constructor
	*/
	USceneCapture2DComponent() :
		ViewMatrix(FMatrix::Identity),
		ProjMatrix(FMatrix::Identity)
		{}

	/**
	* Update the projection matrix using the fov,near,far,aspect
	*/
	void UpdateProjMatrix();

	// SceneCaptureComponent interface

	/**
	* Create a new probe with info needed to render the scene
	*/
	virtual class FSceneCaptureProbe* CreateSceneCaptureProbe();
}

/** interface for changing TextureTarget, FOV, and clip planes */
native noexport final function SetCaptureParameters( optional TextureRenderTarget2D NewTextureTarget = TextureTarget,
							optional float NewFOV = FieldOfView, optional float NewNearPlane = NearPlane,
							optional float NewFarPlane = FarPlane );

/** changes the view location and rotation
 * @note: unless bUpdateMatrices is false, this will get overwritten as soon as the component or its owner moves
 */
native final function SetView(vector NewLocation, rotator NewRotation);

defaultproperties
{
	NearPlane=20
	FarPlane=500
	FieldOfView=80
	bUpdateMatrices=true
}

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Class file time: to 6-1-2011 07:10:52.000 - Creation time: ti 22-3-2011 19:57:10.677 - Created with UnCodeX