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