68 lines
2.0 KiB
Ucode
68 lines
2.0 KiB
Ucode
/**
|
|
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
|
|
*/
|
|
|
|
class NxForceFieldRadial extends NxForceField
|
|
native(ForceField)
|
|
placeable;
|
|
|
|
var() editinline ForceFieldShape Shape;
|
|
|
|
var ActorComponent DrawComponent;
|
|
|
|
/** Strength of the force applied by this actor. Positive forces are applied outwards. */
|
|
var() interp float ForceStrength;
|
|
|
|
/** Radius of influence of the force. */
|
|
var() interp float ForceRadius;
|
|
|
|
/** */
|
|
var() interp float SelfRotationStrength;
|
|
|
|
/** Way in which the force falls off as objects are further away from the location. */
|
|
var() PrimitiveComponent.ERadialImpulseFalloff ForceFalloff;
|
|
|
|
/** custom force field kernel */
|
|
var const native transient pointer Kernel{class NxForceFieldKernelRadial};
|
|
|
|
cpptext
|
|
{
|
|
virtual void InitRBPhys();
|
|
virtual void TermRBPhys(FRBPhysScene* Scene);
|
|
virtual void DefineForceFunction(FPointer ForceFieldDesc);
|
|
virtual FPointer DefineForceFieldShapeDesc();
|
|
|
|
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
|
|
#if WITH_EDITOR
|
|
virtual void EditorApplyScale(const FVector& DeltaScale, const FMatrix& ScaleMatrix, const FVector* PivotLocation, UBOOL bAltDown, UBOOL bShiftDown, UBOOL bCtrlDown);
|
|
#endif
|
|
virtual void PostLoad();
|
|
|
|
#if WITH_PHYSX && WITH_FORCE_FIELD_WORKAROUND
|
|
virtual void AddContributions(FLOAT* Contributions, const FLOAT* Positions, const FLOAT* Velocities, UINT Num, FLOAT ForceCoefficient);
|
|
#endif
|
|
}
|
|
|
|
|
|
/**
|
|
* This is used to InitRBPhys for a dynamically spawned ForceField.
|
|
* Used for starting RBPhsys on dyanmically spawned force fields. This will probably need to set some transient pointer to NULL
|
|
**/
|
|
native function DoInitRBPhys();
|
|
|
|
|
|
|
|
defaultproperties
|
|
{
|
|
Begin Object Class=SpriteComponent Name=Sprite
|
|
Sprite=Texture2D'EditorResources.S_RadForce'
|
|
HiddenGame=True
|
|
AlwaysLoadOnClient=False
|
|
AlwaysLoadOnServer=False
|
|
SpriteCategoryName="Physics"
|
|
End Object
|
|
Components.Add(Sprite)
|
|
|
|
ForceRadius=200.0
|
|
}
|