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#include "ConstructorHelpers.h"
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AWeather::AWeather(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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: Super(ObjectInitializer)
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{
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PrecipitationPostProcessMaterial = ConstructorHelpers::FObjectFinder<UMaterial>(
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TEXT("Material'/Game/Carla/Static/GenericMaterials/00_MastersOpt/Screen_posProcess/M_screenDrops.M_screenDrops'")).Object;
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PrecipitationPostProcessMaterial = ConstructorHelpers::FObjectFinder<UMaterial>(
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TEXT("Material'/Game/Carla/Static/GenericMaterials/00_MastersOpt/Screen_posProcess/M_screenDrops.M_screenDrops'")).Object;
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DustStormPostProcessMaterial = ConstructorHelpers::FObjectFinder<UMaterial>(
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TEXT("Material'/Game/Carla/Static/GenericMaterials/00_MastersOpt/Screen_posProcess/M_screenDust_wind.M_screenDust_wind'")).Object;
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DustStormPostProcessMaterial = ConstructorHelpers::FObjectFinder<UMaterial>(
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TEXT("Material'/Game/Carla/Static/GenericMaterials/00_MastersOpt/Screen_posProcess/M_screenDust_wind.M_screenDust_wind'")).Object;
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PrimaryActorTick.bCanEverTick = false;
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RootComponent = ObjectInitializer.CreateDefaultSubobject<USceneComponent>(this, TEXT("RootComponent"));
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PrimaryActorTick.bCanEverTick = false;
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RootComponent = ObjectInitializer.CreateDefaultSubobject<USceneComponent>(this, TEXT("RootComponent"));
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}
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void AWeather::CheckWeatherPostProcessEffects()
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{
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if (Weather.Precipitation > 0.0f)
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ActiveBlendables.Add(MakeTuple(PrecipitationPostProcessMaterial, Weather.Precipitation / 100.0f));
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else
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ActiveBlendables.Remove(PrecipitationPostProcessMaterial);
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if (Weather.Precipitation > 0.0f)
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ActiveBlendables.Add(MakeTuple(PrecipitationPostProcessMaterial, Weather.Precipitation / 100.0f));
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else
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ActiveBlendables.Remove(PrecipitationPostProcessMaterial);
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if (Weather.DustStorm > 0.0f)
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ActiveBlendables.Add(MakeTuple(DustStormPostProcessMaterial, Weather.DustStorm / 100.0f));
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else
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ActiveBlendables.Remove(DustStormPostProcessMaterial);
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if (Weather.DustStorm > 0.0f)
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ActiveBlendables.Add(MakeTuple(DustStormPostProcessMaterial, Weather.DustStorm / 100.0f));
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else
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ActiveBlendables.Remove(DustStormPostProcessMaterial);
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for (int32 i = 0; i < Sensors.Num(); i++)
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{
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auto& Sensor = Sensors[i];
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if (!IsValid(Sensor))
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{
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Sensors.RemoveAtSwap(i);
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if (i == Sensors.Num())
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break;
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}
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for (int32 i = 0; i < Sensors.Num(); i++)
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{
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auto& Sensor = Sensors[i];
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for (auto& ActiveBlendable : ActiveBlendables)
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Sensor->GetCaptureComponent2D()->PostProcessSettings.AddBlendable(ActiveBlendable.Key, ActiveBlendable.Value);
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}
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if (!IsValid(Sensor))
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{
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Sensors.RemoveAtSwap(i);
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if (i == Sensors.Num())
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break;
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}
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for (auto& ActiveBlendable : ActiveBlendables)
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Sensor->GetCaptureComponent2D()->PostProcessSettings.AddBlendable(ActiveBlendable.Key, ActiveBlendable.Value);
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}
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}
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void AWeather::ApplyWeather(const FWeatherParameters &InWeather)
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void AWeather::ApplyWeather(const FWeatherParameters& InWeather)
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{
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SetWeather(InWeather);
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CheckWeatherPostProcessEffects();
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SetWeather(InWeather);
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CheckWeatherPostProcessEffects();
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#ifdef CARLA_WEATHER_EXTRA_LOG
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UE_LOG(LogCarla, Log, TEXT("Changing weather:"));
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UE_LOG(LogCarla, Log, TEXT(" - Cloudiness = %.2f"), Weather.Cloudiness);
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UE_LOG(LogCarla, Log, TEXT(" - Precipitation = %.2f"), Weather.Precipitation);
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UE_LOG(LogCarla, Log, TEXT(" - PrecipitationDeposits = %.2f"), Weather.PrecipitationDeposits);
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UE_LOG(LogCarla, Log, TEXT(" - WindIntensity = %.2f"), Weather.WindIntensity);
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UE_LOG(LogCarla, Log, TEXT(" - SunAzimuthAngle = %.2f"), Weather.SunAzimuthAngle);
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UE_LOG(LogCarla, Log, TEXT(" - SunAltitudeAngle = %.2f"), Weather.SunAltitudeAngle);
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UE_LOG(LogCarla, Log, TEXT(" - FogDensity = %.2f"), Weather.FogDensity);
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UE_LOG(LogCarla, Log, TEXT(" - FogDistance = %.2f"), Weather.FogDistance);
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UE_LOG(LogCarla, Log, TEXT(" - FogFalloff = %.2f"), Weather.FogFalloff);
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UE_LOG(LogCarla, Log, TEXT(" - Wetness = %.2f"), Weather.Wetness);
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UE_LOG(LogCarla, Log, TEXT(" - ScatteringIntensity = %.2f"), Weather.ScatteringIntensity);
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UE_LOG(LogCarla, Log, TEXT(" - MieScatteringScale = %.2f"), Weather.MieScatteringScale);
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UE_LOG(LogCarla, Log, TEXT(" - RayleighScatteringScale = %.2f"), Weather.RayleighScatteringScale);
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UE_LOG(LogCarla, Log, TEXT(" - DustStorm = %.2f"), Weather.DustStorm);
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UE_LOG(LogCarla, Log, TEXT("Changing weather:"));
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UE_LOG(LogCarla, Log, TEXT(" - Cloudiness = %.2f"), Weather.Cloudiness);
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UE_LOG(LogCarla, Log, TEXT(" - Precipitation = %.2f"), Weather.Precipitation);
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UE_LOG(LogCarla, Log, TEXT(" - PrecipitationDeposits = %.2f"), Weather.PrecipitationDeposits);
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UE_LOG(LogCarla, Log, TEXT(" - WindIntensity = %.2f"), Weather.WindIntensity);
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UE_LOG(LogCarla, Log, TEXT(" - SunAzimuthAngle = %.2f"), Weather.SunAzimuthAngle);
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UE_LOG(LogCarla, Log, TEXT(" - SunAltitudeAngle = %.2f"), Weather.SunAltitudeAngle);
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UE_LOG(LogCarla, Log, TEXT(" - FogDensity = %.2f"), Weather.FogDensity);
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UE_LOG(LogCarla, Log, TEXT(" - FogDistance = %.2f"), Weather.FogDistance);
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UE_LOG(LogCarla, Log, TEXT(" - FogFalloff = %.2f"), Weather.FogFalloff);
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UE_LOG(LogCarla, Log, TEXT(" - Wetness = %.2f"), Weather.Wetness);
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UE_LOG(LogCarla, Log, TEXT(" - ScatteringIntensity = %.2f"), Weather.ScatteringIntensity);
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UE_LOG(LogCarla, Log, TEXT(" - MieScatteringScale = %.2f"), Weather.MieScatteringScale);
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UE_LOG(LogCarla, Log, TEXT(" - RayleighScatteringScale = %.2f"), Weather.RayleighScatteringScale);
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UE_LOG(LogCarla, Log, TEXT(" - DustStorm = %.2f"), Weather.DustStorm);
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#endif // CARLA_WEATHER_EXTRA_LOG
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// Call the blueprint that actually changes the weather.
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RefreshWeather(Weather);
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// Call the blueprint that actually changes the weather.
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RefreshWeather(Weather);
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}
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void AWeather::NotifyWeather(ASensor* Sensor)
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{
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auto AsSceneCaptureCamera = Cast<ASceneCaptureCamera>(Sensor);
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if (AsSceneCaptureCamera != nullptr)
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Sensors.Add(AsSceneCaptureCamera);
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auto AsSceneCaptureCamera = Cast<ASceneCaptureCamera>(Sensor);
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if (AsSceneCaptureCamera != nullptr)
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Sensors.Add(AsSceneCaptureCamera);
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CheckWeatherPostProcessEffects();
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CheckWeatherPostProcessEffects();
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// Call the blueprint that actually changes the weather.
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RefreshWeather(Weather);
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// Call the blueprint that actually changes the weather.
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RefreshWeather(Weather);
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}
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void AWeather::SetWeather(const FWeatherParameters &InWeather)
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void AWeather::SetWeather(const FWeatherParameters& InWeather)
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{
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Weather = InWeather;
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Weather = InWeather;
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}
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void AWeather::SetDayNightCycle(const bool &active)
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void AWeather::SetDayNightCycle(const bool& active)
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{
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DayNightCycle = active;
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DayNightCycle = active;
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}
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