202 lines
7.4 KiB
Ucode
202 lines
7.4 KiB
Ucode
/*=============================================================================
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ApexDestructibleActor.uc: PhysX APEX integration. Destructible Actor
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Copyright 2008-2009 NVIDIA Corporation.
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=============================================================================*/
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/*** This class defines a single instance of a destructible asset */
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class ApexDestructibleActor extends Actor
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dependson(ApexDestructibleAsset)
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dependson(LightComponent)
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native(Mesh)
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placeable
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config(Engine);
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/** Expose LightEnvironment to the user */
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var() DynamicLightEnvironmentComponent LightEnvironment;
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/** If set, use this actor's fracture materials instead of the asset's fracture materials. */
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var() bool bFractureMaterialOverride;
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/** Fracture effects for each fracture level. Used only if Fracture Material Override is set. */
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var() const editfixedsize array<FractureMaterial> FractureMaterials;
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/** If checked, only a single effect from FractureMaterials is played within the bounding box of all fractured chunks. The effect chosen will be the one corresponding to the destructible's SupportDepth. */
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var() const bool bPlaySingleFractureMaterialEffect;
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/** The destructible static component. */
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var() const editconst ApexStaticDestructibleComponent StaticDestructibleComponent;
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/** LOD setting. LOD < 0 enables automatic LOD. LOD >= 0 forces an LOD setting. */
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var() const int LOD;
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/** Defines an array that designates which of the destructible chunks are visible */
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var init array<byte> VisibilityFactors;
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/** Cached sounds for fractures. */
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var transient array<SoundCue> FractureSounds;
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/** Cached particle effects for fractures. */
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var transient array<ParticleSystem> FractureParticleEffects;
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event SpawnFractureEmitter(ParticleSystem EmitterTemplate, vector SpawnLocation, vector SpawnDirection)
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{
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local ParticleSystemComponent PSC;
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local LightingChannelContainer Lights;
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PSC = WorldInfo.MyEmitterPool.SpawnEmitter( EmitterTemplate, SpawnLocation, rotator(SpawnDirection) );
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Lights = PSC.LightingChannels;
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// TODO: Modify Lights here according to FractureMaterial
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Lights.Dynamic = TRUE;
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Lights.bInitialized = TRUE;
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PSC.SetLightingChannels(Lights);
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}
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/** Initialize FractureSounds and FractureParticleEffects */
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native function CacheFractureEffects();
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simulated event PostBeginPlay()
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{
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Super.PostBeginPlay();
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CacheFractureEffects();
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}
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/** Declares the TakeDamage script function */
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simulated native function TakeDamage
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(
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int Damage, /* The amount of Damage to apply */
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Controller EventInstigator, /* The instigator of this event */
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vector HitLocation, /* The location where the impact occured */
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vector Momentum, /* The momentum of the impact */
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class<DamageType> DamageType, /* The type of damage to apply */
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optional TraceHitInfo HitInfo, /* The detailed hit information for this damage event */
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optional Actor DamageCauser /* The actor which caused the damage */
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);
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/** Declares the radius damage script function */
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simulated native function TakeRadiusDamage
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(
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Controller InstigatedBy, /* The instigator for this radius damage */
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float BaseDamage, /* The base damage amount */
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float DamageRadius, /* The radius of the damage */
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class<DamageType> DamageType, /* The type of damage to apply */
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float Momentum, /* The momentum of the damage */
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vector HurtOrigin, /* The origin of the damage */
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bool bFullDamage, /* Whether or not to apply full damage or attenuated damage */
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Actor DamageCauser, /* The actor which caused the damage */
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optional float DamageFalloffExponent=1.f,
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optional bool bAdjustRadiusDamage=true
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);
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function OnSetMaterial(SeqAct_SetMaterial Action)
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{
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StaticDestructibleComponent.SetMaterial( Action.MaterialIndex, Action.NewMaterial );
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}
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cpptext
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{
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// Function to check whether Actor still has chunks, if it doesn't destroy actor.
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virtual void TickAuthoritative( FLOAT DeltaSeconds );
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/** Synchronizes this actor to all rigid body components **/
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virtual void SyncActorToRBPhysics();
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/*** Sets the physics on this actor
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* @param NewPhysics : Use PHYS_None for a static destructible, PHYS_RigidBody for a dynamic destructible.
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* @param NewFloor : Not used.
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* @param NewFloorV : Not used.
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*/
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virtual void setPhysics(BYTE NewPhysics, AActor *NewFloor, FVector NewFloorV);
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/** Process a property change event.
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* @param PropertyThatChanged : The property value which changed
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*/
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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/** Process an edit move event.
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*
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* @param : bFinished : True if the move is complete.
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*/
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virtual void PostEditMove(UBOOL bFinished);
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/** Notification of the post load event. */
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virtual void PostLoad();
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/**
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* Called by MirrorActors to perform a mirroring operation on the actor. Overridden since
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* APEX destructible actors can't handle mirror transforms.
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*/
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virtual void EditorApplyMirror(const FVector& MirrorScale, const FVector& PivotLocation);
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/** Loads the editor parameters from the asset */
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void LoadEditorParametersFromAsset();
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/** Update old actors. Only has an effect when called from the editor. */
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void FixupActor();
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/** Spawn fracture effects at the given location & given direction for the given fracture depth. */
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void SpawnFractureEffects(FVector& Location, FVector& Direction, INT Depth);
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/** Customize Apex Destructible's physRigidBody so that it checks the collision with volumes. */
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virtual void physRigidBody(FLOAT DeltaTime);
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/** Overrides the damage for a DamageCauser, if such is specified
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* @param BaseDamage: Output base damage
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* @param DamageRadius: Output damage radius
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* @param Momentum: Output momentum
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* @param DamageCauser: DamageCauser for the override lookup
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*/
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virtual void OverrideDamageParams(FLOAT& BaseDamage, FLOAT& DamageRadius, FLOAT& Momentum, const AActor* DamageCauser) const;
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// AActor interface
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virtual UBOOL ShouldTrace(UPrimitiveComponent* Primitive, AActor *SourceActor, DWORD TraceFlags);
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}
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defaultproperties
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{
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bEdShouldSnap=TRUE
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bCollideActors=TRUE
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bBlockActors=TRUE
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bProjTarget=TRUE
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bGameRelevant=TRUE
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bRouteBeginPlayEvenIfStatic=FALSE
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bCollideWhenPlacing=FALSE
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bStatic=FALSE
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bMovable=TRUE
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bNoDelete=TRUE
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bNoEncroachCheck=TRUE
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bWorldGeometry=FALSE
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bCanBeDamaged=TRUE
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LOD=-1
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Begin Object Class=DynamicLightEnvironmentComponent Name=LightEnvironment0
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bEnabled=FALSE
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End Object
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Components.Add(LightEnvironment0)
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LightEnvironment = LightEnvironment0
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Begin Object Class=ApexStaticDestructibleComponent Name=DestructibleComponent0
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bAllowApproximateOcclusion=TRUE
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bCastDynamicShadow=FALSE
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bForceDirectLightMap=TRUE
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BlockRigidBody=TRUE
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bAcceptsDecals=FALSE
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LightEnvironment=LightEnvironment0
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End Object
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CollisionComponent=DestructibleComponent0
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StaticDestructibleComponent=DestructibleComponent0
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Components.Add(DestructibleComponent0)
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// Begin Object Class=ApexDynamicDestructibleComponent Name=DestructibleComponent1
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// bAllowApproximateOcclusion=TRUE
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// bCastDynamicShadow=FALSE
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// bForceDirectLightMap=TRUE
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// BlockRigidBody=TRUE
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// bAcceptsDecals=FALSE
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// LightEnvironment=LightEnvironment0
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// End Object
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// DynamicDestructibleComponent=DestructibleComponent1
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// Components.Add(DestructibleComponent1)
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}
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