230 lines
7.5 KiB
Ucode
230 lines
7.5 KiB
Ucode
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//=============================================================================
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// ParticleEmitter
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// The base class for any particle emitter objects.
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// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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//=============================================================================
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class ParticleEmitter extends Object
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native(Particle)
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dependson(ParticleLODLevel)
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hidecategories(Object)
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editinlinenew
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abstract;
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//=============================================================================
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// General variables
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//=============================================================================
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/** The name of the emitter. */
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var(Particle) name EmitterName;
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//=============================================================================
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// Burst emissions
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//=============================================================================
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enum EParticleBurstMethod
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{
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EPBM_Instant,
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EPBM_Interpolated
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};
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struct native ParticleBurst
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{
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/** The number of particles to burst */
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var() int Count;
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/** If >= 0, use as a range [CountLow..Count] */
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var() int CountLow;
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/** The time at which to burst them (0..1: emitter lifetime) */
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var() float Time;
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structdefaultproperties
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{
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CountLow=-1 // Disabled by default...
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}
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};
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//=============================================================================
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// SubUV-related
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//=============================================================================
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enum EParticleSubUVInterpMethod
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{
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PSUVIM_None,
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PSUVIM_Linear,
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PSUVIM_Linear_Blend,
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PSUVIM_Random,
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PSUVIM_Random_Blend
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};
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var transient int SubUVDataOffset;
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//=============================================================================
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// Cascade-related
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//=============================================================================
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enum EEmitterRenderMode
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{
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ERM_Normal,
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ERM_Point,
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ERM_Cross,
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ERM_None
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};
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/**
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* How to render the emitter particles. Can be one of the following:
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* ERM_Normal - As the intended sprite/mesh
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* ERM_Point - As a 2x2 pixel block with no scaling and the color set in EmitterEditorColor
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* ERM_Cross - As a cross of lines, scaled to the size of the particle in EmitterEditorColor
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* ERM_None - Do not render
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*/
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var(Cascade) EEmitterRenderMode EmitterRenderMode;
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/**
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* The color of the emitter in the curve editor and debug rendering modes.
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*/
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var(Cascade) editoronly color EmitterEditorColor;
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//=============================================================================
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// 'Private' data - not required by the editor
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//=============================================================================
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var editinline export array<ParticleLODLevel> LODLevels;
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var bool ConvertedModules;
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var int PeakActiveParticles;
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//=============================================================================
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// Performance/LOD Data
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//=============================================================================
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/**
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* Initial allocation count - overrides calculated peak count if > 0
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*/
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var(Particle) int InitialAllocationCount;
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/**
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* Scales the spawn rate of this emitter when the engine is running in medium or low detail mode.
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* This can be used to optimize particle draw cost in splitscreen.
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* A value of 0 effectively disables this emitter outside of high detail mode,
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* And this does not affect spawn per unit, unless the value is 0.
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*/
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var(Particle) float MediumDetailSpawnRateScale;
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/** This value indicates the emitter should be drawn 'collapsed' in Cascade */
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var(Cascade) editoronly bool bCollapsed;
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/** If TRUE, then show only this emitter in the editor */
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var transient bool bIsSoloing;
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/**
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* If TRUE, then this emitter was 'cooked out' by the cooker.
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* This means it was completely disabled, but to preserve any
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* indexing schemes, it is left in place.
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*/
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var bool bCookedOut;
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/** The Flex container to emit into */
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var (Flex) FlexContainer FlexContainerTemplate;
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var (Flex) float FlexSmoothScreenRadius;
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var (Flex) float FlexSmoothDepthRadius;
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var (Flex) float FlexCutoffThickness;
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/**
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* Get the longest possible lifespan for this emitter.
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*
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* @param InComponentDelay The delay from the component using the emitter
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*
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* @return FLOAT The longest lifespan this PSys could have; 0.0f if infinite.
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*/
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native function float GetMaxLifespan(float InComponentDelay);
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//=============================================================================
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// C++
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//=============================================================================
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cpptext
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{
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virtual void PreEditChange(UProperty* PropertyThatWillChange);
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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virtual FParticleEmitterInstance* CreateInstance(UParticleSystemComponent* InComponent);
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virtual void SetToSensibleDefaults() {}
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virtual void PostLoad();
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virtual void UpdateModuleLists();
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void SetEmitterName(FName Name);
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FName& GetEmitterName();
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virtual void SetLODCount(INT LODCount);
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// For Cascade
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void AddEmitterCurvesToEditor(UInterpCurveEdSetup* EdSetup);
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void RemoveEmitterCurvesFromEditor(UInterpCurveEdSetup* EdSetup);
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void ChangeEditorColor(FColor& Color, UInterpCurveEdSetup* EdSetup);
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void AutoPopulateInstanceProperties(UParticleSystemComponent* PSysComp);
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// LOD
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INT CreateLODLevel(INT LODLevel, UBOOL bGenerateModuleData = TRUE);
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UBOOL IsLODLevelValid(INT LODLevel);
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/** GetCurrentLODLevel
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* Returns the currently set LODLevel. Intended for game-time usage.
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* Assumes that the given LODLevel will be in the [0..# LOD levels] range.
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*
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* @return NULL if the requested LODLevel is not valid.
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* The pointer to the requested UParticleLODLevel if valid.
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*/
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FORCEINLINE UParticleLODLevel* GetCurrentLODLevel(FParticleEmitterInstance* Instance)
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{
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#if CONSOLE
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return Instance->CurrentLODLevel;
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#else
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// for the game (where we care about perf) we don't branch
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if (GIsGame == TRUE)
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{
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return Instance->CurrentLODLevel;
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}
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else
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{
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EditorUpdateCurrentLOD( Instance );
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return Instance->CurrentLODLevel;
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}
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#endif // if CONSOLE
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}
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void EditorUpdateCurrentLOD(FParticleEmitterInstance* Instance);
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UParticleLODLevel* GetLODLevel(INT LODLevel);
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virtual UBOOL AutogenerateLowestLODLevel(UBOOL bDuplicateHighest = FALSE);
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/**
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* CalculateMaxActiveParticleCount
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* Determine the maximum active particles that could occur with this emitter.
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* This is to avoid reallocation during the life of the emitter.
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*
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* @return TRUE if the number was determined
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* FALSE if the number could not be determined
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*/
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virtual UBOOL CalculateMaxActiveParticleCount();
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/**
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* Retrieve the parameters associated with this particle system.
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*
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* @param ParticleSysParamList The list of FParticleSysParams used in the system
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* @param ParticleParameterList The list of ParticleParameter distributions used in the system
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*/
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void GetParametersUtilized(TArray<FString>& ParticleSysParamList,
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TArray<FString>& ParticleParameterList);
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}
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//=============================================================================
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// Default properties
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//=============================================================================
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defaultproperties
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{
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EmitterName="Particle Emitter"
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ConvertedModules=true
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PeakActiveParticles=0
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MediumDetailSpawnRateScale=1
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EmitterEditorColor=(R=0,G=150,B=150,A=255)
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FlexSmoothScreenRadius = 5.0f
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FlexSmoothDepthRadius = 5.0f
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FlexCutoffThickness = 10.0f
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}
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