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

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class ParticleModuleLocationBoneSocket extends ParticleModuleLocationBase
native(Particle)
editinlinenew
hidecategories(Object);
enum ELocationBoneSocketSource
{
BONESOCKETSOURCE_Bones,
BONESOCKETSOURCE_Sockets
};
/**
* Whether the module uses Bones or Sockets for locations.
*
* BONESOCKETSOURCE_Bones - Use Bones as the source locations.
* BONESOCKETSOURCE_Sockets - Use Sockets as the source locations.
*/
var(BoneSocket) ELocationBoneSocketSource SourceType;
/** An offset to apply to each bone/socket */
var(BoneSocket) vector UniversalOffset;
struct native LocationBoneSocketInfo
{
/** The name of the bone/socket on the skeletal mesh */
var() name BoneSocketName;
/** The offset from the bone/socket to use */
var() vector Offset;
};
/** The name(s) of the bone/socket(s) to position at */
var(BoneSocket) array<LocationBoneSocketInfo> SourceLocations;
enum ELocationBoneSocketSelectionMethod
{
BONESOCKETSEL_Sequential,
BONESOCKETSEL_Random,
BONESOCKETSEL_RandomExhaustive
};
/**
* The method by which to select the bone/socket to spawn at.
*
* SEL_Sequential - loop through the bone/socket array in order
* SEL_Random - randomly select a bone/socket from the array
* SEL_RandomExhaustive - randomly select a bone/socket, but never the same one twice until all have been used, then reset
*/
var(BoneSocket) ELocationBoneSocketSelectionMethod SelectionMethod;
/** If TRUE, update the particle locations each frame with that of the bone/socket */
var(BoneSocket) bool bUpdatePositionEachFrame;
/** If TRUE, rotate mesh emitter meshes to orient w/ the socket */
var(BoneSocket) bool bOrientMeshEmitters;
/**
* The parameter name of the skeletal mesh actor that supplies the SkelMeshComponent for in-game.
*/
var(BoneSocket) name SkelMeshActorParamName;
/** The name of the skeletal mesh to use in the editor */
var(BoneSocket) editoronly SkeletalMesh EditorSkelMesh;
/** If TRUE, the spawned particle will have the velocity of the bone or socket at the spawn time. */
var(BoneSocket) bool bInheritVelocityAtSpawn;
/** Store off the last update time so we can get a delta in spawn. */
var float LastUpdateTime;
cpptext
{
/**
* Called when a property has change on an instance of the module.
*
* @param PropertyChangedEvent Information on the change that occurred.
*/
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
/**
* Called on a particle that is freshly spawned by the emitter.
*
* @param Owner The FParticleEmitterInstance that spawned the particle.
* @param Offset The modules offset into the data payload of the particle.
* @param SpawnTime The time of the spawn.
*/
virtual void Spawn(FParticleEmitterInstance* Owner, INT Offset, FLOAT SpawnTime);
/**
* Called on a particle that is being updated by its emitter.
*
* @param Owner The FParticleEmitterInstance that 'owns' the particle.
* @param Offset The modules offset into the data payload of the particle.
* @param DeltaTime The time since the last update.
*/
virtual void Update(FParticleEmitterInstance* Owner, INT Offset, FLOAT DeltaTime);
/**
* Called on an emitter when all other update operations have taken place
* INCLUDING bounding box cacluations!
*
* @param Owner The FParticleEmitterInstance that 'owns' the particle.
* @param Offset The modules offset into the data payload of the particle.
* @param DeltaTime The time since the last update.
*/
virtual void FinalUpdate(FParticleEmitterInstance* Owner, INT Offset, FLOAT DeltaTime);
/**
* Returns the number of bytes that the module requires in the particle payload block.
*
* @param Owner The FParticleEmitterInstance that 'owns' the particle.
*
* @return UINT The number of bytes the module needs per particle.
*/
virtual UINT RequiredBytes(FParticleEmitterInstance* Owner = NULL);
/**
* Returns the number of bytes the module requires in the emitters 'per-instance' data block.
*
* @param Owner The FParticleEmitterInstance that 'owns' the particle.
*
* @return UINT The number of bytes the module needs per emitter instance.
*/
virtual UINT RequiredBytesPerInstance(FParticleEmitterInstance* Owner = NULL);
/**
* Allows the module to prep its 'per-instance' data block.
*
* @param Owner The FParticleEmitterInstance that 'owns' the particle.
* @param InstData Pointer to the data block for this module.
*/
virtual UINT PrepPerInstanceBlock(FParticleEmitterInstance* Owner, void* InstData);
/**
* Return TRUE if this module impacts rotation of Mesh emitters
* @return UBOOL TRUE if the module impacts mesh emitter rotation
*/
virtual UBOOL TouchesMeshRotation() const { return TRUE; }
/**
* Helper function used by the editor to auto-populate a placed AEmitter with any
* instance parameters that are utilized.
*
* @param PSysComp The particle system component to be populated.
*/
virtual void AutoPopulateInstanceProperties(UParticleSystemComponent* PSysComp);
#if WITH_EDITOR
/**
* Get the number of custom entries this module has. Maximum of 3.
*
* @return INT The number of custom menu entries
*/
virtual INT GetNumberOfCustomMenuOptions() const;
/**
* Get the display name of the custom menu entry.
*
* @param InEntryIndex The custom entry index (0-2)
* @param OutDisplayString The string to display for the menu
*
* @return UBOOL TRUE if successful, FALSE if not
*/
virtual UBOOL GetCustomMenuEntryDisplayString(INT InEntryIndex, FString& OutDisplayString) const;
/**
* Perform the custom menu entry option.
*
* @param InEntryIndex The custom entry index (0-2) to perform
*
* @return UBOOL TRUE if successful, FALSE if not
*/
virtual UBOOL PerformCustomMenuEntry(INT InEntryIndex);
#endif
/**
* Retrieve the position for the given socket index.
*
* @param Owner The particle emitter instance that is being setup
* @param InSkelMeshComponent The skeletal mesh component to use as the source
* @param InBoneSocketIndex The index of the bone/socket of interest
* @param OutPosition The position for the particle location
* @param OutRotation Optional orientation for the particle (mesh emitters)
*
* @return UBOOL TRUE if successful, FALSE if not
*/
UBOOL GetParticleLocation(FParticleEmitterInstance* Owner, USkeletalMeshComponent* InSkelMeshComponent, INT InBoneSocketIndex, FVector& OutPosition, FQuat* OutRotation);
}
defaultproperties
{
bSpawnModule=true
bUpdateModule=true
bFinalUpdateModule=true
bSupported3DDrawMode=true
SourceType=BONESOCKETSOURCE_Sockets
SkelMeshActorParamName="BoneSocketActor"
bOrientMeshEmitters=true
}