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/** * ParticleModuleBeamNoise * * This module implements noise for a beam emitter. * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class ParticleModuleBeamNoise extends ParticleModuleBeamBase native(Particle) editinlinenew dontcollapsecategories hidecategories(Object); /** Is low frequency noise enabled */ var(LowFreq) bool bLowFreq_Enabled; /** The frequency of noise points */ var(LowFreq) int Frequency; /** * If not 0, then the frequency will select a random value in the range * [Frequency_LowRange..Frequency] */ var(LowFreq) int Frequency_LowRange; /** The noise point ranges */ var(LowFreq) rawdistributionvector NoiseRange; /** A scale factor that will be applied to the noise range. */ var(LowFreq) rawdistributionfloat NoiseRangeScale; /** * If TRUE, the NoiseRangeScale will be grabbed based on the emitter time. * If FALSE, the NoiseRangeScale will be grabbed based on the particle time. */ var(LowFreq) bool bNRScaleEmitterTime; /** The speed with which to move each noise point */ var(LowFreq) rawdistributionvector NoiseSpeed; /** Whether the noise movement should be smooth or 'jerky' */ var(LowFreq) bool bSmooth; /** Default target-point information to use if the beam method is endpoint */ var(LowFreq) float NoiseLockRadius; /** INTERNAL - Whether the noise points should be locked */ var const bool bNoiseLock; /** Whether the noise points should be oscillate */ var(LowFreq) bool bOscillate; /** How long the noise points should be locked - 0.0 indicates forever */ var(LowFreq) float NoiseLockTime; /** The tension to apply to the tessellated noise line. */ var(LowFreq) float NoiseTension; /** The */ var(LowFreq) bool bUseNoiseTangents; /** The */ var(LowFreq) rawdistributionfloat NoiseTangentStrength; /** The */ var(LowFreq) int NoiseTessellation; /** * Whether to apply noise to the target point (or end of line in distance mode...) * If TRUE, the beam could potentially 'leave' the target... */ var(LowFreq) bool bTargetNoise; /** * The distance at which to deposit noise points. * If 0.0, then use the static frequency value. * If not, distribute noise points at the given distance, up to the static Frequency value. * At that point, evenly distribute them along the beam. */ var(LowFreq) float FrequencyDistance; /** * If TRUE, apply the noise scale to the beam. */ var(LowFreq) bool bApplyNoiseScale; /** * The scale factor to apply to noise range. * The lookup value is determined by dividing the number of noise points present by the * maximum number of noise points (Frequency). */ var(LowFreq) rawdistributionfloat NoiseScale; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) defaultproperties { NoiseRange=(Distribution=DistributionNoiseRange,Op=1,LookupTableNumElements=1,LookupTableChunkSize=3,LookupTable=(50.000000,50.000000,50.000000,50.000000,50.000000,50.000000,50.000000,50.000000)) NoiseRangeScale=(Distribution=DistributionNoiseRangeScale,Op=1,LookupTableNumElements=1,LookupTableChunkSize=1,LookupTable=(1.000000,1.000000,1.000000,1.000000)) NoiseSpeed=(Distribution=DistributionNoiseSpeed,Op=1,LookupTableNumElements=1,LookupTableChunkSize=3,LookupTable=(50.000000,50.000000,50.000000,50.000000,50.000000,50.000000,50.000000,50.000000)) NoiseLockRadius=1.000000 NoiseTension=0.500000 NoiseTangentStrength=(Distribution=DistributionNoiseTangentStrength,Op=1,LookupTableNumElements=1,LookupTableChunkSize=1,LookupTable=(250.000000,250.000000,250.000000,250.000000)) NoiseTessellation=1 NoiseScale=(Distribution=DistributionNoiseScale,Op=1,LookupTableNumElements=1,LookupTableChunkSize=1,LookupTable=(0.000000,0.000000,0.000000,0.000000)) Name="Default__ParticleModuleBeamNoise" ObjectArchetype=ParticleModuleBeamBase'Engine.Default__ParticleModuleBeamBase' } |
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