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Engine.ParticleSystem


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/**
 * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
 */
class ParticleSystem extends Object
	native(Particle)
	hidecategories(Object);

/**
 *	ParticleSystemUpdateMode
 *	Enumeration indicating the method by which the system should be updated
 */
enum EParticleSystemUpdateMode
{
	/** RealTime	- update via the delta time passed in				*/
	EPSUM_RealTime,
	/** FixedTime	- update via a fixed time step						*/
	EPSUM_FixedTime
};

var()	EParticleSystemUpdateMode		SystemUpdateMode;

/** UpdateTime_FPS	- the frame per second to update at in FixedTime mode		*/
var()	float							UpdateTime_FPS;

/** UpdateTime_Delta	- internal												*/
var		float							UpdateTime_Delta;

/** WarmupTime	- the time to warm-up the particle system when first rendered	*/
var()	float							WarmupTime;

/** Emitters	- internal - the array of emitters in the system				*/
var		editinline	export	array<ParticleEmitter>	Emitters;

/** The component used to preview the particle system in Cascade				*/
var	transient ParticleSystemComponent	PreviewComponent;

/** The angle to use when rendering the thumbnail image							*/
var		rotator	ThumbnailAngle;

/** The distance to place the system when rendering the thumbnail image			*/
var		float	ThumbnailDistance;

/** The time to warm-up the system for the thumbnail image						*/
var(Thumbnail)	float					ThumbnailWarmup;

/** Boolean to indicate whether the particle system can ignore lights or not	*/
var		bool						bLit;

/** Used for curve editor to remember curve-editing setup.						*/
var		export InterpCurveEdSetup	CurveEdSetup;

//
//	LOD
//
/**
 *	How often (in seconds) the system should perform the LOD distance check.
 */
var(LOD)					float					LODDistanceCheckTime;

/**
 *	ParticleSystemLODMethod
 *	Enumeration indicating the method by which the system should perform LOD determination
 */
enum ParticleSystemLODMethod
{
	/** Automatically set the LOD level			*/
	PARTICLESYSTEMLODMETHOD_Automatic,
	/** LOD level is directly set by the game	*/
	PARTICLESYSTEMLODMETHOD_DirectSet
};

/**
 *	The method of LOD level determination to utilize for this particle system
 */
var(LOD)					ParticleSystemLODMethod		LODMethod;

/**
 *	The array of distances for each LOD level in the system.
 *	Used when LODMethod is set to PARTICLESYSTEMLODMETHOD_Automatic.
 *
 *	Example: System with 3 LOD levels
 *		LODDistances(0) = 0.0
 *		LODDistances(1) = 2500.0
 *		LODDistances(2) = 5000.0
 *
 *		In this case, when the system is [   0.0 ..   2499.9] from the camera, LOD level 0 will be used.
 *										 [2500.0 ..   4999.9] from the camera, LOD level 1 will be used.
 *										 [5000.0 .. INFINITY] from the camera, LOD level 2 will be used.
 *
 */
var(LOD)	editfixedsize	array<float>			LODDistances;

/** LOD setting for intepolation (set by Cascade) Range [0..100]				*/
var			int													EditorLODSetting;

/**
 *	Internal value that tracks the regenerate LOD levels preference.
 *	If TRUE, when autoregenerating LOD levels in code, the low level will
 *	be a duplicate of the high.
 */
var			bool									bRegenerateLODDuplicate;

/** Whether to use the fixed relative bounding box or calculate it every frame. */
var(Bounds)	bool		bUseFixedRelativeBoundingBox;
/**	Fixed relative bounding box for particle system.							*/
var(Bounds)	box			FixedRelativeBoundingBox;
/**
 * Number of seconds of emitter not being rendered that need to pass before it
 * no longer gets ticked/ becomes inactive.
 */
var()		float		SecondsBeforeInactive;

//
//	Cascade 'floor' mesh information
//
var			string		FloorMesh;
var			vector		FloorPosition;
var			rotator		FloorRotation;
var			float		FloorScale;
var			vector		FloorScale3D;

/** EDITOR ONLY: Indicates that Cascade would like to have the PeakActiveParticles count reset */
var			bool		bShouldResetPeakCounts;

/** Set during load time to indicate that physics is used... */
var		transient			bool							bHasPhysics;

/** Inidicates the old 'real-time' thumbnail rendering should be used	*/
var(Thumbnail)	bool		bUseRealtimeThumbnail;
/** Internal: Indicates the PSys thumbnail image is out of date			*/
var				bool		ThumbnailImageOutOfDate;
/** Internal: The PSys thumbnail image									*/
var				Texture2D	ThumbnailImage;

//
/** Return the currently set LOD method											*/
native function ParticleSystemLODMethod	GetCurrentLODMethod();
/** Return the number of LOD levels for this particle system					*/
native function	int					GetLODLevelCount();
/** Return the distance for the given LOD level									*/
native function	float				GetLODDistance(int LODLevelIndex);
/** Set the LOD method															*/
native function						SetCurrentLODMethod(ParticleSystemLODMethod InMethod);
/** Set the distance for the given LOD index									*/
native function bool				SetLODDistance(int LODLevelIndex, float InDistance);

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defaultproperties
{
   UpdateTime_FPS=60.000000
   UpdateTime_Delta=1.000000
   ThumbnailDistance=200.000000
   ThumbnailWarmup=1.000000
   bLit=True
   ThumbnailImageOutOfDate=True
   LODDistanceCheckTime=5.000000
   FixedRelativeBoundingBox=(Min=(X=-1.000000,Y=-1.000000,Z=-1.000000),Max=(X=1.000000,Y=1.000000,Z=1.000000),IsValid=0)
   FloorMesh="EditorMeshes.AnimTreeEd_PreviewFloor"
   FloorScale=1.000000
   FloorScale3D=(X=1.000000,Y=1.000000,Z=1.000000)
   Name="Default__ParticleSystem"
   ObjectArchetype=Object'Core.Default__Object'
}

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Class file time: tr 31-1-2018 17:18:04.000 - Creation time: sk 18-3-2018 10:01:11.577 - Created with UnCodeX