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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class ParticleModuleCollision extends ParticleModuleCollisionBase native(Particle) editinlinenew collapsecategories hidecategories(Object); var(Collision) rawdistributionvector DampingFactor; var(Collision) rawdistributionvector DampingFactorRotation; var(Collision) rawdistributionfloat MaxCollisions; var(Collision) EParticleCollisionComplete CollisionCompletionOption; var(Collision) bool bApplyPhysics; var(Collision) rawdistributionfloat ParticleMass; /** * The directional scalar value. * This is a value that is used to scale the bounds to 'assist' in avoiding interpentration * or large gaps. */ var(Collision) float DirScalar; /** * If TRUE, then collisions with Pawns will still react, but the * UsedMaxCollisions count will not be decremented. * (ie., They don't 'count' as collisions) */ var(Collision) bool bPawnsDoNotDecrementCount; /** * If TRUE, then collisions that do not have a vertical hit normal will * still react, but UsedMaxCollisions count will not be decremented. * (ie., They don't 'count' as collisions) * Useful for having particles come to rest on floors. */ var(Collision) bool bOnlyVerticalNormalsDecrementCount; /** * The fudge factor to use to determine vertical. * True vertical will have a Hit.Normal.Z == 1.0 * This will allow for Z components in the range of * [1.0-VerticalFudgeFactor..1.0] * to count as vertical collisions. */ var(Collision) float VerticalFudgeFactor; /** * How long to delay before checking a particle for collisions. * Value is retrieved using the EmitterTime. * It is stored in the particle payload data. * During update, the particle flag IgnoreCollisions will be set * until the particle relative time has surpassed the DelayAmount. */ var(Collision) rawdistributionfloat DelayAmount; /** * If TRUE, when the WorldInfo.bDropDetail flag is set, the module will be ignored. */ var(Performance) bool bDropDetail; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) defaultproperties { DampingFactor=(Distribution=DistributionDampingFactor,Op=2,LookupTableNumElements=2,LookupTableChunkSize=6,LookupTable=(0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000)) DampingFactorRotation=(Distribution=DistributionDampingFactorRotation,Op=1,LookupTableNumElements=1,LookupTableChunkSize=3,LookupTable=(1.000000,1.000000,1.000000,1.000000,1.000000,1.000000,1.000000,1.000000)) MaxCollisions=(Distribution=DistributionMaxCollisions,Op=2,LookupTableNumElements=2,LookupTableChunkSize=2,LookupTable=(0.000000,0.000000,0.000000,0.000000,0.000000,0.000000)) bDropDetail=True ParticleMass=(Distribution=DistributionParticleMass,Op=1,LookupTableNumElements=1,LookupTableChunkSize=1,LookupTable=(0.100000,0.100000,0.100000,0.100000)) DirScalar=3.500000 VerticalFudgeFactor=0.100000 DelayAmount=(Distribution=DistributionDelayAmount,Op=1,LookupTableNumElements=1,LookupTableChunkSize=1,LookupTable=(0.000000,0.000000,0.000000,0.000000)) bSpawnModule=True bUpdateModule=True Name="Default__ParticleModuleCollision" ObjectArchetype=ParticleModuleCollisionBase'Engine.Default__ParticleModuleCollisionBase' } |
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