61 lines
2.2 KiB
Ucode
61 lines
2.2 KiB
Ucode
//=============================================================================
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// ParticleModuleLocationPrimitiveBase
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// Base class for setting particle spawn locations based on primitives.
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// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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//=============================================================================
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class ParticleModuleLocationPrimitiveBase extends ParticleModuleLocationBase
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native(Particle)
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editinlinenew
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hidecategories(Object);
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/** If TRUE, the positive X axis is valid for spawning. */
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var(Location) bool Positive_X;
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/** If TRUE, the positive Y axis is valid for spawning. */
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var(Location) bool Positive_Y;
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/** If TRUE, the positive Z axis is valid for spawning. */
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var(Location) bool Positive_Z;
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/** If TRUE, the negative X axis is valid for spawning. */
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var(Location) bool Negative_X;
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/** If TRUE, the negative Y axis is valid for spawning. */
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var(Location) bool Negative_Y;
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/** If TRUE, the negative Zaxis is valid for spawning. */
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var(Location) bool Negative_Z;
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/** If TRUE, particles will only spawn on the surface of the primitive. */
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var(Location) bool SurfaceOnly;
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/** If TRUE, the particle should get its velocity from the position within the primitive. */
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var(Location) bool Velocity;
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/** The scale applied to the velocity. (Only used if 'Velocity' is checked). */
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var(Location) rawdistributionfloat VelocityScale;
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/** The location of the bounding primitive relative to the position of the emitter. */
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var(Location) rawdistributionvector StartLocation;
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cpptext
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{
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virtual void DetermineUnitDirection(FParticleEmitterInstance* Owner, FVector& vUnitDir, class FRandomStream* InRandomStream);
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}
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defaultproperties
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{
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bSpawnModule=true
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Positive_X=true
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Positive_Y=true
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Positive_Z=true
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Negative_X=true
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Negative_Y=true
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Negative_Z=true
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SurfaceOnly=false
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Velocity=false
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Begin Object Class=DistributionFloatConstant Name=DistributionVelocityScale
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Constant=1
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End Object
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VelocityScale=(Distribution=DistributionVelocityScale)
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Begin Object Class=DistributionVectorConstant Name=DistributionStartLocation
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Constant=(X=0,Y=0,Z=0)
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End Object
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StartLocation=(Distribution=DistributionStartLocation)
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}
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