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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// ParticleModuleLocationPrimitiveCylinder
// Location primitive spawning within a cylinder.
// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
//=============================================================================
class ParticleModuleLocationPrimitiveCylinder extends ParticleModuleLocationPrimitiveBase
native(Particle)
editinlinenew
hidecategories(Object);
/** If TRUE, get the particle velocity form the radial distance inside the primitive. */
var(Location) bool RadialVelocity;
/** The radius of the cylinder. */
var(Location) rawdistributionfloat StartRadius;
/** The height of the cylinder, centered about the location. */
var(Location) rawdistributionfloat StartHeight;
enum CylinderHeightAxis
{
PMLPC_HEIGHTAXIS_X,
PMLPC_HEIGHTAXIS_Y,
PMLPC_HEIGHTAXIS_Z
};
/** Determines particle particle system axis that should represent the height of the cylinder.
* Can be one of the following:
* PMLPC_HEIGHTAXIS_X Orient the height along the particle system X-axis.
* PMLPC_HEIGHTAXIS_Y Orient the height along the particle system Y-axis.
* PMLPC_HEIGHTAXIS_Z Orient the height along the particle system Z-axis.
*/
var(Location) CylinderHeightAxis HeightAxis;
/** If TRUE and the emitter is using world space, this will more acurately calculate particles' velocity. */
var(Location) private bool bAdjustForWorldSpace;
cpptext
{
virtual void Spawn(FParticleEmitterInstance* Owner, INT Offset, FLOAT SpawnTime);
/**
* Extended version of spawn, allows for using a random stream for distribution value retrieval
*
* @param Owner The particle emitter instance that is spawning
* @param Offset The offset to the modules payload data
* @param SpawnTime The time of the spawn
* @param InRandomStream The random stream to use for retrieving random values
*/
void SpawnEx(FParticleEmitterInstance* Owner, INT Offset, FLOAT SpawnTime, class FRandomStream* InRandomStream);
virtual void Render3DPreview(FParticleEmitterInstance* Owner, const FSceneView* View,FPrimitiveDrawInterface* PDI);
/**
* Called when the module is created, this function allows for setting values that make
* sense for the type of emitter they are being used in.
*
* @param Owner The UParticleEmitter that the module is being added to.
*/
virtual void SetToSensibleDefaults(UParticleEmitter* Owner);
}
defaultproperties
{
RadialVelocity=true
Begin Object Class=DistributionFloatConstant Name=DistributionStartRadius
Constant=50.0
End Object
StartRadius=(Distribution=DistributionStartRadius)
Begin Object Class=DistributionFloatConstant Name=DistributionStartHeight
Constant=50.0
End Object
StartHeight=(Distribution=DistributionStartHeight)
bSupported3DDrawMode=true
HeightAxis=PMLPC_HEIGHTAXIS_Z
bAdjustForWorldSpace=false
}