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

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class NxForceFieldComponent extends PrimitiveComponent
native(ForceField)
hidecategories(Collision,Lighting,Physics,Rendering,Object)
collapsecategories
editinlinenew
abstract;
// NVCHANGE_BEGIN: TSC - fixed multiple force fields incorrectly sharing same shape
var() instanced editinline ForceFieldShape Shape;
// NVCHANGE_END: TSC - fixed multiple force fields incorrectly sharing same shape
var ActorComponent DrawComponent;
/** Channel id, used to identify which force field exclude volumes apply to this force field */
var() int ExcludeChannel;
/** Indicates whether the force is active at the moment. */
var() bool bForceActive;
/** Destroy the forcefield from the actor when it become inactive */
var() bool bDestroyWhenInactive;
/** Which types of object to apply this force field to */
var() const RBCollisionChannelContainer CollideWithChannels;
/** Time in seconds until force field expiration for FMT_CONSTANT type force mode. 0 = Infinite*/
var() float Duration;
/* Pointer that stores force field */
var const native transient pointer ForceField{class UserForceField};
/* Array storing pointers to convex meshes */
var array<const native transient pointer> ConvexMeshes;
/* Array storing pointers to exclusion shapes (used to make them static) */
var array<const native transient pointer> ExclusionShapes;
/* Array storing pointers to global shape poses (used to make them static) */
var array<const native transient pointer> ExclusionShapePoses;
/** Physics scene index. */
var native const int SceneIndex;
/** Internal variable for storing the elapsed time of the force field */
var float ElapsedTime;
/** Internal variable to hold the render component for attaching and detaching*/
var PrimitiveComponent RenderComponent;
/* Pointer that stores the physics Scene */
var native pointer RBPhysScene {class FRBPhysScene};
native function DoInitRBPhys();
cpptext
{
virtual void Tick(FLOAT DeltaSeconds); //This will call ApplyForces on derived classes if the force is active
virtual void CreateKernel();
virtual UBOOL AllowBeingMarkedPendingKill(void);
virtual void InitComponentRBPhys (UBOOL bFixed);
virtual void InitForceField(FRBPhysScene *InScene);
virtual void TermComponentRBPhys (FRBPhysScene *InScene);
virtual void DefineForceFunction(FPointer ForceFieldDesc);
virtual FPointer DefineForceFieldShapeDesc();
virtual void SetForceFieldPose(FPointer ForceFieldDesc);
virtual void PostLoad();
virtual void UpdateTransform();
#if WITH_NOVODEX
void CreateExclusionShapes(NxScene* nxScene);
#endif
}
defaultproperties
{
TickGroup=TG_PreAsyncWork
bForceActive=True
bDestroyWhenInactive=True
Duration = 0.0
ElapsedTime = 0.0
CollideWithChannels={(
Default=True,
Pawn=True,
Vehicle=True,
Water=True,
GameplayPhysics=True,
EffectPhysics=True,
Untitled1=True,
Untitled2=True,
Untitled3=True,
FluidDrain=True,
Cloth=True
)}
RBChannel=RBCC_Nothing;
}