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KF2-Dev-Scripts/Engine/Classes/FracturedStaticMeshPart.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
//=============================================================================
class FracturedStaticMeshPart extends FracturedStaticMeshActor
native(Mesh)
notplaceable;
/** This part will be destroyed if it gets further than BaseFracturedMeshActor's radius * DestroyPartRadiusFactor from BaseFracturedMeshActor. */
var float DestroyPartRadiusFactor;
/** Base FracturedStaticMeshActor that this part was spawned off of. */
var transient FracturedStaticMeshActor BaseFracturedMeshActor;
/** Indicates whether this part has already been recycled and just needs to be initialized to be used again. */
var bool bHasBeenRecycled;
/** Last time that this pieces was spawned. */
var float LastSpawnTime;
/** Used to know index within pool in FractureManager, so we replace it in the free pool. */
var int PartPoolIndex;
/** Additional gravity scaling for fracture pieces*/
var float FracPartGravScale;
/** If TRUE, check when piece goes to sleep, and then change its RBChannel. */
var bool bChangeRBChannelWhenAsleep;
/** If bChangeRBChannelWhenAsleep is TRUE, RBChannel to switch to when asleep. */
var ERBCollisionChannel AsleepRBChannel;
/** Used to store preview frames velocity, to look for sudden velocity changes. */
var vector OldVelocity;
/** If oldvel dot newvel < -DestroyVelChangeThresh, destroy piece. */
var float CurrentVibrationLevel;
/** Indicates that this part consists of more than 1 chunk - and should explode upon impact. */
var bool bCompositeThatExplodesOnImpact;
/** Time since last physics impact sound */
var float LastImpactSoundTime;
/** Revive part, set physics to PHYS_RigidBody, enabled collision etc */
simulated native function Initialize();
/** Reset state of this part - clear mesh reference, put in PHYS_None, disable collision etc */
simulated native function RecyclePart(bool bAddToFreePool);
cpptext
{
virtual void TickSpecial(FLOAT DeltaSeconds);
virtual FLOAT GetGravityZ();
virtual void OnRigidBodyCollision(const FRigidBodyCollisionInfo& MyInfo, const FRigidBodyCollisionInfo& OtherInfo, const FCollisionImpactData& RigidCollisionData);
#if WITH_NOVODEX
virtual void ModifyNxActorDesc(NxActorDesc& ActorDesc, UPrimitiveComponent* PrimComp, const class NxGroupsMask& GroupsMask, UINT MatIndex);
virtual void PostInitRigidBody(NxActor* nActor, NxActorDesc& ActorDesc, UPrimitiveComponent* PrimComp);
#endif // WITH_NOVODEX
#if WITH_PHYSX
virtual void ModifyPxActor(PxActor* nActor, UPrimitiveComponent* PrimComp, UPhysicalMaterial* PhysMat);
#endif //WITH_PHYSX
};
/** Used so weapons etc move parts. */
simulated event TakeDamage(int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)
{
Super.TakeDamage(Damage, EventInstigator, HitLocation, Momentum, DamageType, HitInfo, DamageCauser);
FracturedStaticMeshComponent.AddImpulse(Normal(momentum) * damageType.default.KDamageImpulse, HitLocation);
}
/** Try to clean up this part if its not seen or it's parent has been removed. If it is seen, keep trying until it isn't. */
simulated function TryToCleanUp()
{
if(BaseFracturedMeshActor == None || WorldInfo.TimeSeconds - BaseFracturedMeshActor.SkinnedComponent.LastRenderTime > 1.0)
{
RecyclePart(TRUE);
}
else
{
SetTimer( 2.0, FALSE, nameof(TryToCleanUp) );
}
}
simulated event FellOutOfWorld(class<DamageType> dmgType)
{
RecyclePart(TRUE);
}
simulated event Explode()
{
// Explode is called from OnRigidBodyCollision, which can be fired off multiple times for the same actor, so we must prevent re-entrance
if (!bHasBeenRecycled)
{
super.Explode();
RecyclePart(TRUE);
}
}
/** For broken off pieces, we only want to spawn more parts if its a shatterable composite. */
simulated event BreakOffPartsInRadius(vector Origin, float Radius, float RBStrength, bool bWantPhysChunksAndParticles)
{
if(bCompositeThatExplodesOnImpact)
{
super.BreakOffPartsInRadius(Origin, Radius, RBStrength, bWantPhysChunksAndParticles);
}
}
`if(`__TW_PHYSICS_)
simulated event Reset()
{
RecyclePart( true );
}
`endif
defaultproperties
{
`if(`__TW_LIGHTING_MODIFICATIONS_)
// Light environment is not in components list to begin with
`else
Components.Remove(LightEnvironment0)
`endif
Components.Remove(FracturedSkinnedComponent0)
SkinnedComponent=none
Begin Object Name=FracturedStaticMeshComponent0
bCastDynamicShadow=FALSE
bForceDirectLightMap=FALSE
bAllowApproximateOcclusion=TRUE
BlockRigidBody=TRUE
bAcceptsStaticDecals=FALSE
bAcceptsDynamicDecals=FALSE
bSkipRBGeomCreation=TRUE // ModifyNxActorDesc fills in geometry
BlockNonZeroExtent=FALSE
BlockZeroExtent=FALSE
RBChannel=RBCC_FracturedMeshPart
RBCollideWithChannels=(Default=TRUE,GameplayPhysics=TRUE,EffectPhysics=TRUE,FracturedMeshPart=TRUE)
bUseVisibleVertsForBounds=TRUE
bUseDynamicIndexBuffer=FALSE
bUseDynamicIBWithHiddenFragments=FALSE
bUseSkinnedRendering=TRUE
bInitialVisibilityValue=FALSE
bUsePrecomputedShadows=FALSE
`if(`__TW_PHYSICS_)
bNotifyRigidBodyCollision=true
`endif
End Object
DestroyPartRadiusFactor=10;
bNoDelete=FALSE
bMovable=TRUE
bWorldGeometry=FALSE
bPathColliding=FALSE
TickGroup=TG_PostAsyncWork
bNetInitialRotation=true
bCollideActors=TRUE
bBlockActors=FALSE
bNoEncroachCheck=TRUE
Physics=PHYS_RigidBody
RemoteRole=ROLE_None
LifeSpan=15.0
FracPartGravScale=2.0
bChangeRBChannelWhenAsleep=FALSE
AsleepRBChannel=RBCC_GameplayPhysics
}