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# Engine.MirrorCamera

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    class MirrorCamera extends GenericExternalCamera
        native;

    var() private float MirrorOffset "How much the camera is allowed to move in relation to the player's view rotation.  Larger numbers look more realistic, but can clip into geometry";
    var() private Shader    ReferenceShader "If set, allows extra effects to be applied to the Mirror scripted texture.  A copy of the reference shader will be made, and the Diffuse material of the new shader will be set to this mirror's scripted texture.";

    var private const transient ScriptedTexture   MirrorTexture;      // Scripted Texture we render into
    var private const transient TexScaler         MirrorScaler;       // TexScales that "mirrors" the scripted texture
    var transient const Material                  MirrorMaterial;     // Material wrapper for any fancy effects, must wrap the mirror panner in some way

    native function Initialize();

    native static function ScriptedTexture CreateNewScriptedTexture(string InName);

    cpptext
    {
        UScriptedTexture* CreateScriptedTexture( const TCHAR* BaseName );
    }

    event PostBeginPlay()
    {
        Super.PostBeginPlay(); // Will call our Initialize function, which doesn't settimer...
        SetTimer(1.0 / UpdateRate,true); // So we set it here.
    }

    simulated event Destroyed()
    {
        if (MirrorTexture != None)
        {
            // prevent GC failure due to hanging actor refs
            MirrorTexture.Client = None;
        }

    	Super.Destroyed();
    }

    simulated function Rotator GetViewRotation()
    {
        return Rotation;
    }

    simulated function Vector GetViewLocation()
    {
        local Vector X, Y, Z;
        local Vector EyeLocation, ToPlayer;
        local Actor ViewActor; // unused
        local Rotator EyeRotation; // unused

        Level.GetLocalPlayerController().PlayerCalcView(ViewActor, EyeLocation, EyeRotation);
        ToPlayer = EyeLocation - Location;
        GetAxes(Rotator(ToPlayer), X, Y, Z);

        // Translate the location along the player's forward vector, capped by MirrorOffset....
        return Location + X * -Min(VSize(ToPlayer)/5.0f, MirrorOffset);
    }

    defaultproperties
    {
        bHidden=true
        DrawScale=0.5
        MirrorOffset=20
        FOV=85
    }

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Class file time: ne 5.9.2004 16:01:22.000 - Creation time: st 23.5.2018 00:10:45.651 - Created with UnCodeX