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

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class ParticleModuleLocation extends ParticleModuleLocationBase
native(Particle)
editinlinenew
hidecategories(Object);
/**
* The location the particle should be emitted.
* Relative in local space to the emitter by default.
* Relative in world space as a WorldOffset module or when the emitter's UseLocalSpace is off.
* Retrieved using the EmitterTime at the spawn of the particle.
*/
var(Location) rawdistributionvector StartLocation;
/**
* When set to a non-zero value this will force the particles to only spawn on evenly distributed
* positions between the two points specified.
*/
var(Location) float DistributeOverNPoints;
/**
* When DistributeOverNPoints is set to a non-zero value, this specifies the ratio of particles spawned
* that should use the distribution. (For example setting this to 1 will cause all the particles to
* be distributed evenly whereas .75 would cause 1/4 of the particles to be randomly placed).
*/
var(Location) float DistributeThreshold;
cpptext
{
protected:
/**
* 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
*/
virtual void SpawnEx(FParticleEmitterInstance* Owner, INT Offset, FLOAT SpawnTime, class FRandomStream* InRandomStream);
public:
virtual void Spawn(FParticleEmitterInstance* Owner, INT Offset, FLOAT SpawnTime);
virtual void Render3DPreview(FParticleEmitterInstance* Owner, const FSceneView* View,FPrimitiveDrawInterface* PDI);
}
defaultproperties
{
bSpawnModule=true
Begin Object Class=DistributionVectorUniform Name=DistributionStartLocation
End Object
StartLocation=(Distribution=DistributionStartLocation)
bSupported3DDrawMode=true
DistributeOverNPoints=0.0
}