94 lines
2.8 KiB
Ucode
94 lines
2.8 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class NxForceFieldGenericComponent extends NxForceFieldComponent
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DependsOn(NxForceFieldGeneric)
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native(ForceField);
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/* the Shape's internal 3 directional radii, for level designers to know the rough size of the force field*/
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var() float RoughExtentX;
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var() float RoughExtentY;
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var() float RoughExtentZ;
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/** Type of Coordinates to define the force field */
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var() FFG_ForceFieldCoordinates Coordinates;
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/** Constant force vector that is applied inside force volume */
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var() vector Constant;
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/** Rows of matrix that defines force depending on position */
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var() vector PositionMultiplierX;
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var() vector PositionMultiplierY;
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var() vector PositionMultiplierZ;
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/** Vector that defines force depending on position */
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var() vector PositionTarget;
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/** Rows of matrix that defines force depending on velocity */
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var() vector VelocityMultiplierX;
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var() vector VelocityMultiplierY;
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var() vector VelocityMultiplierZ;
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/** Vector that defines force depending on velocity */
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var() vector VelocityTarget;
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/** Vector that scales random noise added to the force */
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var() vector Noise;
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/** Linear falloff for vector in chosen coordinate system */
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var() vector FalloffLinear;
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/** Quadratic falloff for vector in chosen coordinate system */
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var() vector FalloffQuadratic;
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/** Radius of torus in case toroidal coordinate system is used */
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var() float TorusRadius;
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/** linear force field kernel */
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// NVCHANGE_BEGIN: TSC - making force fields safer & simpler
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var const native transient pointer Kernel{class NxForceFieldLinearKernel};
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// NVCHANGE_END: TSC - making force fields safer & simpler
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cpptext
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{
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virtual void TermComponentRBPhys (FRBPhysScene *InScene);
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virtual void DefineForceFunction(FPointer ForceFieldDesc);
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virtual FPointer DefineForceFieldShapeDesc();
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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virtual void CreateKernel();
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#if WITH_EDITOR
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virtual void EditorApplyScale(const FVector& DeltaScale, const FMatrix& ScaleMatrix, const FVector* PivotLocation, UBOOL bAltDown, UBOOL bShiftDown, UBOOL bCtrlDown);
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#endif
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}
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defaultproperties
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{
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Begin Object Class=ForceFieldShapeBox Name=Shape0
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End Object
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Shape = Shape0
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Coordinates=FFG_CARTESIAN;
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Constant=(X=0.0,Y=0.0,Z=0.0);
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PositionMultiplierX=(X=0.0,Y=0.0,Z=0.0);
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PositionMultiplierY=(X=0.0,Y=0.0,Z=0.0);
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PositionMultiplierZ=(X=0.0,Y=0.0,Z=0.0);
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PositionTarget=(X=0.0,Y=0.0,Z=0.0);
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VelocityMultiplierX=(X=0.0,Y=0.0,Z=0.0);
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VelocityMultiplierY=(X=0.0,Y=0.0,Z=0.0);
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VelocityMultiplierZ=(X=0.0,Y=0.0,Z=0.0);
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VelocityTarget=(X=0.0,Y=0.0,Z=0.0);
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FalloffLinear=(X=0.0,Y=0.0,Z=0.0);
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FalloffQuadratic=(X=0.0,Y=0.0,Z=0.0);
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TorusRadius=1.0;
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Noise=(X=0.0,Y=0.0,Z=0.0);
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RoughExtentX=200
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RoughExtentY=200
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RoughExtentZ=200
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}
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