41 lines
1.2 KiB
Ucode
41 lines
1.2 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class ParticleModuleAcceleration extends ParticleModuleAccelerationBase
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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 initial acceleration of the particle.
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* Value is obtained using the EmitterTime at particle spawn.
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* Each frame, the current and base velocity of the particle
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* is then updated using the formula
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* velocity += acceleration * DeltaTime
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* where DeltaTime is the time passed since the last frame.
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*/
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var(Acceleration) rawdistributionvector Acceleration;
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/**
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* If true, then apply the particle system components scale
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* to the acceleration value.
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*/
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var(Acceleration) bool bApplyOwnerScale;
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cpptext
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{
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virtual void Spawn(FParticleEmitterInstance* Owner, INT Offset, FLOAT SpawnTime);
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virtual void Update(FParticleEmitterInstance* Owner, INT Offset, FLOAT DeltaTime);
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virtual UINT RequiredBytes(FParticleEmitterInstance* Owner = NULL);
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}
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defaultproperties
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{
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bSpawnModule=true
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bUpdateModule=true
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Begin Object Class=DistributionVectorUniform Name=DistributionAcceleration
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End Object
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Acceleration=(Distribution=DistributionAcceleration)
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}
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