64 lines
2.1 KiB
Ucode
64 lines
2.1 KiB
Ucode
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class ParticleModuleVelocityCone extends ParticleModuleVelocityBase
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native(Particle)
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editinlinenew
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hidecategories(Object);
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/** The Min value represents the inner cone angle value and the Max value represents the outer cone angle value. */
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var(Cone) rawdistributionfloat Angle;
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/** The initial velocity of the particles. */
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var(Cone) rawdistributionfloat Velocity;
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/** The direction vector of the cone. */
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var(Cone) vector Direction;
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cpptext
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{
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/**
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* Called on a particle that is freshly spawned by the emitter.
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*
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* @param Owner The FParticleEmitterInstance that spawned the particle.
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* @param Offset The modules offset into the data payload of the particle.
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* @param SpawnTime The time of the spawn.
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*/
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virtual void Spawn(FParticleEmitterInstance* Owner, INT Offset, FLOAT SpawnTime);
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/**
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* Extended version of spawn, allows for using a random stream for distribution value retrieval
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*
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* @param Owner The particle emitter instance that is spawning
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* @param Offset The offset to the modules payload data
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* @param SpawnTime The time of the spawn
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* @param InRandomStream The random stream to use for retrieving random values
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*/
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void SpawnEx(FParticleEmitterInstance* Owner, INT Offset, FLOAT SpawnTime, class FRandomStream* InRandomStream);
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/**
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* Render the modules 3D visualization helper primitive.
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*
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* @param Owner The FParticleEmitterInstance that 'owns' the module.
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* @param View The scene view that is being rendered.
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* @param PDI The FPrimitiveDrawInterface to use for rendering.
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*/
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virtual void Render3DPreview(FParticleEmitterInstance* Owner, const FSceneView* View,FPrimitiveDrawInterface* PDI);
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}
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defaultproperties
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{
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bSpawnModule=true
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bSupported3DDrawMode=true
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Begin Object Class=DistributionFloatUniform Name=DistributionAngle
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End Object
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Angle=(Distribution=DistributionAngle)
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Begin Object Class=DistributionFloatUniform Name=DistributionVelocity
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End Object
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Velocity=(Distribution=DistributionVelocity)
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Direction=(X=0,Y=0,Z=1)
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}
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