68 lines
2.0 KiB
Ucode
68 lines
2.0 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 NxForceFieldRadial extends NxForceField
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native(ForceField)
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placeable;
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var() editinline ForceFieldShape Shape;
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var ActorComponent DrawComponent;
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/** Strength of the force applied by this actor. Positive forces are applied outwards. */
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var() interp float ForceStrength;
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/** Radius of influence of the force. */
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var() interp float ForceRadius;
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/** */
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var() interp float SelfRotationStrength;
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/** Way in which the force falls off as objects are further away from the location. */
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var() PrimitiveComponent.ERadialImpulseFalloff ForceFalloff;
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/** custom force field kernel */
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var const native transient pointer Kernel{class NxForceFieldKernelRadial};
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cpptext
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{
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virtual void InitRBPhys();
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virtual void TermRBPhys(FRBPhysScene* Scene);
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virtual void DefineForceFunction(FPointer ForceFieldDesc);
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virtual FPointer DefineForceFieldShapeDesc();
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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#if WITH_EDITOR
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virtual void EditorApplyScale(const FVector& DeltaScale, const FMatrix& ScaleMatrix, const FVector* PivotLocation, UBOOL bAltDown, UBOOL bShiftDown, UBOOL bCtrlDown);
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#endif
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virtual void PostLoad();
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#if WITH_PHYSX && WITH_FORCE_FIELD_WORKAROUND
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virtual void AddContributions(FLOAT* Contributions, const FLOAT* Positions, const FLOAT* Velocities, UINT Num, FLOAT ForceCoefficient);
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#endif
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}
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/**
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* This is used to InitRBPhys for a dynamically spawned ForceField.
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* Used for starting RBPhsys on dyanmically spawned force fields. This will probably need to set some transient pointer to NULL
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**/
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native function DoInitRBPhys();
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defaultproperties
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{
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Begin Object Class=SpriteComponent Name=Sprite
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Sprite=Texture2D'EditorResources.S_RadForce'
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HiddenGame=True
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AlwaysLoadOnClient=False
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AlwaysLoadOnServer=False
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SpriteCategoryName="Physics"
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End Object
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Components.Add(Sprite)
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ForceRadius=200.0
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}
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