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KF2-Dev-Scripts/Engine/Classes/ParticleModuleAttractorSkelVertSurface.uc
2020-12-13 18:01:13 +03:00

262 lines
8.5 KiB
Ucode

/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class ParticleModuleAttractorSkelVertSurface extends ParticleModuleAttractorBase
native(Particle)
editinlinenew
hidecategories(Object);
/**
* Falloff type enumeration.
*/
enum EVertSurfaceAttractorFalloffType
{
VSFOFF_Constant,
VSFOFF_Linear,
VSFOFF_Exponent
};
/**
* Type of falloff.
*
* FOFF_Constant - Falloff is constant so just use the strength for the whole range.
* FOFF_Linear - Linear falloff over the range.
* FOFF_Exponent - Exponential falloff over the range.
*/
var() EVertSurfaceAttractorFalloffType FalloffType;
/** When TRUE the attraction force is particle life relative, when FALSE it is emitter life relative. */
var() bool bParticleLifeRelative;
/**
* Optional falloff exponent for FOFF_Exponent type.
*/
var() interp rawdistributionfloat FalloffExponent;
/**
* Range of the attractor.
*/
var() interp rawdistributionfloat Range;
/**
* Strength of the attraction over time.
*/
var() interp rawdistributionfloat Strength;
/**
* Radius bounding the attraction point for use with collisions.
*/
var() interp rawdistributionfloat CollisionRadius;
/**
* Drag coefficient, a value of 1.0f means no drag, a value > 1.0f means accelerate.
* This value is multiplied with the DragCoefficient value in the attractor to get the
* resultant drag coefficient and generate the drag force.
*/
var() interp rawdistributionfloat DragCoefficient;
/**
* Apply the drag when the particle is within this radius.
*/
var() interp rawdistributionfloat DragRadius;
enum EAttractorSkelVertSurfaceDestination
{
VERTSURFACEDEST_Vert,
VERTSURFACEDEST_Surface
};
/**
* Whether the module uses Verts or Surfaces for locations.
*
* VERTSURFACEDEST_Vert - Use Verts as the destination locations.
* VERTSURFACEDEST_Surface - Use Surfaces as the destination locations.
*/
var(VertSurface) EAttractorSkelVertSurfaceDestination DestinationType;
/** An offset to apply to each vert/surface */
var(VertSurface) vector UniversalOffset;
/**
* The parameter name of the skeletal mesh actor that supplies the SkelMeshComponent for in-game.
*/
var(VertSurface) name SkelMeshActorParamName;
/** The name of the skeletal mesh to use in the editor */
var(VertSurface) editoronly SkeletalMesh EditorSkelMesh;
/** This module will only spawn from verts or surfaces associated with the bones in this list */
var(VertSurface) array<Name> ValidAssociatedBones;
/** When TRUE use the RestrictToNormal and NormalTolerance values to check surface normals */
var(VertSurface) bool bEnforceNormalCheck;
/** Use this normal to restrict spawning locations */
var(VertSurface) vector NormalToCompare;
/** Normal tolerance. 0 degrees means it must be an exact match, 180 degrees means it can be any angle. */
var(VertSurface) float NormalCheckToleranceDegrees;
/** Normal tolerance. Value between 1.0 and -1.0 with 1.0 being exact match, 0.0 being everything up to
perpendicular and -1.0 being any direction or don't restrict at all. */
var float NormalCheckTolerance;
/**
* Array of material indices that are valid materials to spawn from.
* If empty, any material will be considered valid
*/
var(VertSurface) array<int> ValidMaterialIndices;
cpptext
{
/**
* Called after loading the module.
*/
virtual void PostLoad();
/**
* 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);
/**
* 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);
/**
* 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);
/**
* 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 velocity and position for the given particle/socket combination.
*
* @param Owner The particle emitter instance that is being setup
* @param InSkelMeshComponent The skeletal mesh component to use as the source
* @param InPrimaryVertexIndex The index of the primary vertice
* @param InCurrentLocation The current location of the particle
* @param InCurrentTime The current time (either particle or emitter depending on module settings)
* @param OutVelocityToAdd The velocity to add for this particle
* @param OutDestinationLocation Location of the bone or socket attracting the particle
*
* @return UBOOL TRUE if successful, FALSE if not
*/
UBOOL GetVelocityForAttraction(FParticleEmitterInstance* Owner, USkeletalMeshComponent* InSkelMeshComponent, INT InPrimaryVertexIndex,
FVector& InCurrentLocation, FLOAT InCurrentTime, FVector& OutVelocityToAdd, FVector& OutDestinationLocation);
}
defaultproperties
{
bSpawnModule=true
bUpdateModule=true
bFinalUpdateModule=true
bSupported3DDrawMode=true
Begin Object Class=DistributionFloatConstant Name=DistributionFalloffExponent
End Object
FalloffExponent=(Distribution=DistributionFalloffExponent)
Begin Object Class=DistributionFloatConstant Name=DistributionDragCoefficient
Constant=1.0f
End Object
DragCoefficient=(Distribution=DistributionDragCoefficient)
Begin Object Class=DistributionFloatConstant Name=DistributionDragRadius
Constant=0.0f
End Object
DragRadius=(Distribution=DistributionDragRadius)
Begin Object Class=DistributionFloatConstant Name=DistributionStrength
End Object
Strength=(Distribution=DistributionStrength)
Begin Object Class=DistributionFloatConstant Name=DistributionRange
End Object
Range=(Distribution=DistributionRange)
DestinationType=VERTSURFACEDEST_Vert
SkelMeshActorParamName="VertSurfaceActor"
bEnforceNormalCheck=false
}