159 lines
4.5 KiB
Ucode
159 lines
4.5 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class FluidInfluenceComponent extends PrimitiveComponent
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dependson(FluidSurfaceActor)
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native(Fluid)
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AutoExpandCategories(FluidInfluenceComponent)
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hidecategories(Object,Collision,Lighting,Physics,PrimitiveComponent,Rendering)
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editinlinenew;
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enum EInfluenceType
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{
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Fluid_Flow,
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Fluid_Raindrops,
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Fluid_Wave,
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Fluid_Sphere,
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};
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/** Whether the effect is active and applying forces to the fluid. */
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var() bool bActive;
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/** If a specific FluidSurfaceActor is set, this influence won't automatically affect any other fluid and MaxDistance is ignored. */
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var() FluidSurfaceActor FluidActor;
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/** Type of fluid influence (a flow of waves, raindrops, or a single wave). */
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var() EInfluenceType InfluenceType;
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/** Maximum distance (from the fluid plane) from where this influence will affect a fluid. */
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var() float MaxDistance;
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/** Strength of the influencing force. */
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var(FluidWave) interp float WaveStrength;
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/** Wave frequency (can be 0 for a standing wave). */
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var(FluidWave) interp float WaveFrequency;
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/** Angular phase, in 0-360 degrees. */
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var(FluidWave) interp float WavePhase;
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/** Radius of the wave, in world space units. */
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var(FluidWave) interp float WaveRadius;
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/** Whether raindrops should fill the entire fluid (TRUE), or just in a circular area around the influenceactor (FALSE). */
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var(FluidRaindrops) interp bool RaindropFillEntireFluid;
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/** Radius of the area where raindrops fall. */
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var(FluidRaindrops) interp float RaindropAreaRadius;
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/** Radius of each raindrop, in world space units. */
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var(FluidRaindrops) interp float RaindropRadius;
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/** Strength of each raindrop. */
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var(FluidRaindrops) interp float RaindropStrength;
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/** Number of raindrops per second. */
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var(FluidRaindrops) interp float RaindropRate;
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/** How fast the flow moves thru the fluid, in world space units per second. */
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var(FluidFlow) interp float FlowSpeed;
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/** Number of flow ripples generated on the fluid surface. */
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var(FluidFlow) interp int FlowNumRipples;
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/** How much each flow ripple should oscillate sideways while moving down that flow direction. */
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var(FluidFlow) interp float FlowSideMotionRadius;
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/** Radius of each flow wave, in world space units. */
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var(FluidFlow) interp float FlowWaveRadius;
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/** Strength of each wave ripple. */
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var(FluidFlow) interp float FlowStrength;
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/** Frequency of up/down and sideways motion of each ripple. */
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var(FluidFlow) interp float FlowFrequency;
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/** Outer radius of the 3D sphere. While inside this radius, the force will increase as it moves closer to the fluid plane. */
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var(FluidSphere) interp float SphereOuterRadius;
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/** Inner radius of the 3D sphere. While inside this radius, the force will decrease as it moves closer to the fluid plane. */
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var(FluidSphere) interp float SphereInnerRadius;
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/** Strength of the force applied by the sphere. */
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var(FluidSphere) interp float SphereStrength;
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/** The "toggle" Kismet event will set this to true, which will enable/disable the influence for 1 tick, then automatically go back to its previous state. */
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var transient bool bIsToggleTriggered;
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var private native transient float CurrentAngle;
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var private native transient float CurrentTimer;
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/** The currently affected FluidSurfaceActor. */
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var private native transient FluidSurfaceActor CurrentFluidActor;
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cpptext
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{
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public:
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// Base class interfaces
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virtual void PostLoad( );
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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virtual void UpdateBounds( );
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virtual void Tick( FLOAT DeltaTime );
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// Influence functions
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void UpdateFlow( FLOAT DeltaSeconds );
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void UpdateRaindrops( FLOAT DeltaSeconds );
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void UpdateWave( FLOAT DeltaSeconds );
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void UpdateSphere( FLOAT DeltaSeconds );
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void CheckSettings( UBOOL bUpdateIcon );
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UBOOL IsTouching( AFluidSurfaceActor* Fluid );
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}
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defaultproperties
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{
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bActive=true
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InfluenceType=Fluid_Wave
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MaxDistance=1000.0
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WaveStrength=40.0
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WaveFrequency=1.0
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WavePhase=0.0
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WaveRadius=50.0
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RaindropFillEntireFluid=True
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RaindropAreaRadius=300.0
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RaindropRadius=10.0
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RaindropStrength=5.0
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RaindropRate=20.0
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FlowSpeed=100.0
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FlowNumRipples=10
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FlowSideMotionRadius=30.0
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FlowWaveRadius=50.0
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FlowStrength=20.0
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FlowFrequency=4.0
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SphereOuterRadius=100.0
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SphereInnerRadius=50.0
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SphereStrength=-40.0
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bTickInEditor=True
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CollideActors=False
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BlockZeroExtent=False
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BlockNonZeroExtent=False
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BlockRigidBody=False
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}
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