67 lines
2.6 KiB
Ucode
67 lines
2.6 KiB
Ucode
/*=============================================================================
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ActorFactoryApexClothing.uc: Implement APEX Clothing Actor Factory
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Copyright 2008-2009 NVIDIA corporation..
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=============================================================================*/
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class ActorFactoryApexClothing extends ActorFactorySkeletalMesh
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config(Editor)
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hidecategories(Object)
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native(Physics);
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/** List of clothing assets associated with each material in this mesh. */
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var() array<ApexClothingAsset> ClothingAssets;
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/** Allows setting the RBChannel flag on the spawned rigid body's StaticMeshComponent. */
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var() const ERBCollisionChannel ClothingRBChannel;
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/** Define the channels with which this actor will collide. */
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var() const RBCollisionChannelContainer ClothingRBCollideWithChannels;
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// NVCHANGE_BEGIN: DJS - Add clothing wind support to clothing actor factory
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/** If TRUE, WindVelocity is applied in the local space of the component, rather than world space. */
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var() bool bLocalSpaceWind;
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/** The Wind Velocity applied to Apex Clothing */
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var() vector WindVelocity;
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/** Time taken for ApexClothing to reach WindVelocity */
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var() float WindVelocityBlendTime;
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// NVCHANGE_END: DJS - Add clothing wind support to clothing actor factory
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// NVCHANGE_BEGIN: hlanker - Add wind noise
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/** Maximum noise amplitude */
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var() float WindStrengthNoiseBounds;
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/** Maximum wind strength change per second */
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var() float WindStrengthNoiseStepSize;
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/** Higher probability to stay around the center */
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var() bool bWindStrengthNoiseCentered;
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/** Maximum angle (in radian) on direction noise*/
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var() float WindDirNoiseBounds;
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/** Maximum angle change (in radian per second) */
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var() float WindDirNoiseStepSize;
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/** Higher probability to stay around the center */
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var() bool bWindDirNoiseCentered;
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// NVCHANGE_END: hlanker - Add wind noise
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cpptext
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{
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virtual AActor* CreateActor( const FVector* const Location, const FRotator* const Rotation, const class USeqAct_ActorFactory* const ActorFactoryData );
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virtual UBOOL CanCreateActor(FString& OutErrorMsg, UBOOL bFromAssetOnly = FALSE);
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virtual void AutoFillFields(class USelection* Selection);
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virtual FString GetMenuName();
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}
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defaultproperties
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{
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MenuName="Add Clothing";
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NewActorClass=class'Engine.SkeletalMeshActor'
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GameplayActorClass=class'Engine.SkeletalMeshActorSpawnable'
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ClothingRBChannel=RBCC_Clothing
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ClothingRBCollideWithChannels=(Default=TRUE,BlockingVolume=TRUE,GameplayPhysics=TRUE,EffectPhysics=TRUE,ClothingCollision=TRUE)
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}
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