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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class ParticleSystemComponent extends PrimitiveComponent native(Particle) hidecategories(Object) hidecategories(Physics) hidecategories(Collision) editinlinenew dependson(ParticleSystem); var() const ParticleSystem Template; struct ParticleEmitterInstance { // No UObject reference }; var native transient const array<pointer> EmitterInstances{struct FParticleEmitterInstance}; /** * The static mesh components for a mesh emitter. * This is to prevent the SMCs from being garbage collected. */ var private transient duplicatetransient const array<StaticMeshComponent> SMComponents; var private transient duplicatetransient const array<MaterialInterface> SMMaterialInterfaces; /** If true, activate on creation. */ var() bool bAutoActivate; var const bool bWasCompleted; var const bool bSuppressSpawning; var const bool bWasDeactivated; var() bool bResetOnDetach; /** whether to update the particle system on dedicated servers */ var bool bUpdateOnDedicatedServer; /** Indicates that the component has not been ticked since being attached. */ var bool bJustAttached; /** INTERNAL * Set to TRUE when InitParticles has been called. * Set to FALSE when ResetParticles has been called. * Used to quick-out of Tick and Render calls * (when caching PSysComps and emitter instances). */ var transient bool bIsActive; /** Enum for specifying type of a name instance parameter. */ enum EParticleSysParamType { PSPT_None, PSPT_Scalar, PSPT_Vector, PSPT_Color, PSPT_Actor, PSPT_Material }; /** Struct used for a particular named instance parameter for this ParticleSystemComponent. */ struct native ParticleSysParam { var() name Name; var() EParticleSysParamType ParamType; var() float Scalar; var() vector Vector; var() color Color; var() actor Actor; var() MaterialInterface Material; }; /** * Array holding name instance parameters for this ParticleSystemComponent. * Parameters can be used in Cascade using DistributionFloat/VectorParticleParameters. */ var() editinline array<ParticleSysParam> InstanceParameters; var vector OldPosition; var vector PartSysVelocity; var float WarmupTime; var bool bWarmingUp; var int LODLevel; /** * bCanBeCachedInPool * * If this is true, when the PSC completes it will do the following: * bHidden = TRUE * * This is used for Particles which are cached in a pool where you need * to make certain to NOT kill off the EmitterInstances so we do not * re allocate. * * @see ActivateSystem() where it rewinds the indiv emitters if they need it */ var bool bIsCachedInPool; /** * Number of seconds of emitter not being rendered that need to pass before it * no longer gets ticked/ becomes inactive. */ var() float SecondsBeforeInactive; /** * INTERNAL. Used by the editor to set the LODLevel */ var int EditorLODLevel; /** Used to accumulate total tick time to determine whether system can be skipped ticking if not visible. */ var transient float AccumTickTime; /** indicates that the component's LODMethod overrides the Template's */ var(LOD) bool bOverrideLODMethod; /** The method of LOD level determination to utilize for this particle system */ var(LOD) ParticleSystemLODMethod LODMethod; /** * Flag indicating that dynamic updating of render data should NOT occur during Tick. * This is used primarily to allow for warming up and simulated effects to a certain state. */ var bool bSkipUpdateDynamicDataDuringTick; /** * Set this to TRUE to have the PSysComponent update during the tick if 'dirty'. */ var bool bUpdateComponentInTick; /** * Set this to TRUE to have beam emitters defer their update until the data is being passed to the render thread. */ var bool bDeferredBeamUpdate; /** This is set when any of our "don't tick me" timeout values have fired */ var transient bool bForcedInActive; /** This is set when the particle system component is warming up */ var transient bool bIsWarmingUp; /** The view relevance flags for each LODLevel. */ var transient const array<MaterialViewRelevance> CachedViewRelevanceFlags; /** If TRUE, the ViewRelevanceFlags are dirty and should be recached */ var transient bool bIsViewRelevanceDirty; // delegate OnSystemFinished(ParticleSystemComponent PSystem); // Called when the particle system is done native final function SetTemplate(ParticleSystem NewTemplate); native final function ActivateSystem(); native final function DeactivateSystem(); native final function KillParticlesForced(); /** * Function for setting the bSkipUpdateDynamicDataDuringTick flag. */ native final function SetSkipUpdateDynamicDataDuringTick(bool bInSkipUpdateDynamicDataDuringTick); /** * Function for retrieving the bSkipUpdateDynamicDataDuringTick flag. */ native final function bool GetSkipUpdateDynamicDataDuringTick(); /** * SetKillOnDeactivate is used to set the KillOnDeactivate flag. If true, when * the particle system is deactivated, it will immediately kill the emitter * instance. If false, the emitter instance live particles will complete their * lifetime. * * Set this to true for cached ParticleSystems * * @param EmitterIndex The index of the emitter to set it on * @param bKill value to set KillOnDeactivate to */ native function SetKillOnDeactivate(int EmitterIndex, bool bKill); /** * SetKillOnDeactivate is used to set the KillOnCompleted( flag. If true, when * the particle system is completed, it will immediately kill the emitter * instance. * * Set this to true for cached ParticleSystems * * @param EmitterIndex The index of the emitter to set it on * @param bKill The value to set it to **/ native function SetKillOnCompleted(int EmitterIndex, bool bKill); /** * Rewind emitter instances. **/ native function RewindEmitterInstance(int EmitterIndex); native function RewindEmitterInstances(); /** * Beam-related script functions */ /** * Set the beam type * * @param EmitterIndex The index of the emitter to set it on * @param NewMethod The new method/type of beam to generate */ native function SetBeamType(int EmitterIndex, int NewMethod); /** * Set the beam tessellation factor * * @param EmitterIndex The index of the emitter to set it on * @param NewFactor The value to set it to */ native function SetBeamTessellationFactor(int EmitterIndex, float NewFactor); /** * Set the beam end point * * @param EmitterIndex The index of the emitter to set it on * @param NewEndPoint The value to set it to */ native function SetBeamEndPoint(int EmitterIndex, vector NewEndPoint); /** * Set the beam distance * * @param EmitterIndex The index of the emitter to set it on * @param Distance The value to set it to */ native function SetBeamDistance(int EmitterIndex, float Distance); /** * Set the beam source point * * @param EmitterIndex The index of the emitter to set it on * @param NewSourcePoint The value to set it to * @param SourceIndex Which beam within the emitter to set it on */ native function SetBeamSourcePoint(int EmitterIndex, vector NewSourcePoint, int SourceIndex); /** * Set the beam source tangent * * @param EmitterIndex The index of the emitter to set it on * @param NewTangentPoint The value to set it to * @param SourceIndex Which beam within the emitter to set it on */ native function SetBeamSourceTangent(int EmitterIndex, vector NewTangentPoint, int SourceIndex); /** * Set the beam source strength * * @param EmitterIndex The index of the emitter to set it on * @param NewSourceStrength The value to set it to * @param SourceIndex Which beam within the emitter to set it on */ native function SetBeamSourceStrength(int EmitterIndex, float NewSourceStrength, int SourceIndex); /** * Set the beam target point * * @param EmitterIndex The index of the emitter to set it on * @param NewTargetPoint The value to set it to * @param TargetIndex Which beam within the emitter to set it on */ native function SetBeamTargetPoint(int EmitterIndex, vector NewTargetPoint, int TargetIndex); /** * Set the beam target tangent * * @param EmitterIndex The index of the emitter to set it on * @param NewTangentPoint The value to set it to * @param TargetIndex Which beam within the emitter to set it on */ native function SetBeamTargetTangent(int EmitterIndex, vector NewTangentPoint, int TargetIndex); /** * Set the beam target strength * * @param EmitterIndex The index of the emitter to set it on * @param NewTargetStrength The value to set it to * @param TargetIndex Which beam within the emitter to set it on */ native function SetBeamTargetStrength(int EmitterIndex, float NewTargetStrength, int TargetIndex); // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** * SetLODLevel - sets the LOD level to use for this instance. */ native final function SetLODLevel(int InLODLevel); native final function SetEditorLODLevel(int InLODLevel); /** * GetLODLevel - gets the LOD level currently set. */ native final function int GetLODLevel(); native final function int GetEditorLODLevel(); native final function SetFloatParameter(name ParameterName, float Param); native final function SetVectorParameter(name ParameterName, vector Param); native final function SetColorParameter(name ParameterName, color Param); native final function SetActorParameter(name ParameterName, actor Param); native final function SetMaterialParameter(name ParameterName, MaterialInterface Param); /** clears the specified parameter, returning it to the default value set in the template * @param ParameterName name of parameter to remove * @param ParameterType type of parameter to remove; if omitted or PSPT_None is specified, all parameters with the given name are removed */ native final function ClearParameter(name ParameterName, optional EParticleSysParamType ParameterType); /** calls ActivateSystem() or DeactivateSystem() only if the component is not already activated/deactivated * necessary because ActivateSystem() resets already active emitters so it shouldn't be called multiple times on looping effects * @param bNowActive - whether the system should be active */ native final function SetActive(bool bNowActive); /** stops the emitter, detaches the component, and resets the component's properties to the values of its template */ native final function ResetToDefaults(); defaultproperties { bAutoActivate=True bTickInEditor=True Name="Default__ParticleSystemComponent" ObjectArchetype=PrimitiveComponent'Engine.Default__PrimitiveComponent' } |
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