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54 lines
2.2 KiB
C++
54 lines
2.2 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "DetailCustomizationsPrivatePCH.h"
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#include "DirectionalLightComponentDetails.h"
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#include "Components/LightComponentBase.h"
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#define LOCTEXT_NAMESPACE "DirectionalLightComponentDetails"
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TSharedRef<IDetailCustomization> FDirectionalLightComponentDetails::MakeInstance()
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{
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return MakeShareable( new FDirectionalLightComponentDetails );
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}
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void FDirectionalLightComponentDetails::CustomizeDetails( IDetailLayoutBuilder& DetailBuilder )
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{
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// Grab the Mobility property from SceneComponent
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MobilityProperty = DetailBuilder.GetProperty("Mobility", USceneComponent::StaticClass());
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// Get cascaded shadow map category
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IDetailCategoryBuilder& ShadowMapCategory = DetailBuilder.EditCategory("CascadedShadowMaps", FText::GetEmpty(), ECategoryPriority::Default );
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// Add DynamicShadowDistanceMovableLight
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TSharedPtr<IPropertyHandle> MovableShadowRadiusProperty = DetailBuilder.GetProperty("DynamicShadowDistanceMovableLight");
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ShadowMapCategory.AddProperty( MovableShadowRadiusProperty)
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.IsEnabled( TAttribute<bool>( this, &FDirectionalLightComponentDetails::IsLightMovable ) );
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// Add DynamicShadowDistanceStationaryLight
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TSharedPtr<IPropertyHandle> StationaryShadowRadiusProperty = DetailBuilder.GetProperty("DynamicShadowDistanceStationaryLight");
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ShadowMapCategory.AddProperty( StationaryShadowRadiusProperty)
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.IsEnabled( TAttribute<bool>( this, &FDirectionalLightComponentDetails::IsLightStationary ) );
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TSharedPtr<IPropertyHandle> LightIntensityProperty = DetailBuilder.GetProperty("Intensity", ULightComponentBase::StaticClass());
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// Point lights need to override the ui min and max for units of lumens, so we have to undo that
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LightIntensityProperty->GetProperty()->SetMetaData("UIMin",TEXT("0.0f"));
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LightIntensityProperty->GetProperty()->SetMetaData("UIMax",TEXT("20.0f"));
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}
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bool FDirectionalLightComponentDetails::IsLightMovable() const
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{
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uint8 Mobility;
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MobilityProperty->GetValue(Mobility);
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return (Mobility == EComponentMobility::Movable);
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}
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bool FDirectionalLightComponentDetails::IsLightStationary() const
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{
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uint8 Mobility;
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MobilityProperty->GetValue(Mobility);
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return (Mobility == EComponentMobility::Stationary);
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}
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#undef LOCTEXT_NAMESPACE
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