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Engine.ParticleModuleTypeDataBeam2

Extends
ParticleModuleTypeDataBase
Modifiers
native ( Particle ) editinlinenew dontcollapsecategories hidecategories ( Object )

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.ParticleModule
   |   
   +-- Engine.ParticleModuleTypeDataBase
      |   
      +-- Engine.ParticleModuleTypeDataBeam2

Variables Summary
Beam
boolbAlwaysOn
EBeam2MethodBeamMethod
intInterpolationPoints
intMaxBeamCount
intSheets
floatSpeed
intTextureTile
floatTextureTileDistance
Branching
nameBranchParentName
Distance
rawdistributionfloatDistance
Rendering
boolRenderDirectLine
boolRenderGeometry
boolRenderLines
boolRenderTessellation
Taper
rawdistributionfloatTaperFactor
EBeamTaperMethodTaperMethod
rawdistributionfloatTaperScale
Inherited Variables from Engine.ParticleModule
b3DDrawMode, bCurvesAsColor, bEditable, bEnabled, bSpawnModule, bSupported3DDrawMode, bUpdateModule, ModuleEditorColor

Enumerations Summary
EBeam2Method
PEB2M_Distance, PEB2M_Target, PEB2M_Branch
EBeamTaperMethod
PEBTM_None, PEBTM_Full, PEBTM_Partial
Inherited Enumerations from Engine.ParticleModuleTypeDataBase
FluidEmitterShape, FluidEmitterType, FluidPacketSizeMultiplier, FluidSimulationMethod
Inherited Enumerations from Engine.ParticleModule
EModuleType, EParticleSourceSelectionMethod

Structures Summary
BeamTargetData
TargetName, TargetPercentage
Inherited Structures from Engine.ParticleModuleTypeDataBase
PhysXFluidTypeData
Inherited Structures from Engine.ParticleModule
ParticleCurvePair


Variables Detail

Beam

bAlwaysOn Source code

var(Beam) bool bAlwaysOn;
If true, there will ALWAYS be a beam...

BeamMethod Source code

var(Beam) EBeam2Method BeamMethod;
The method with which to form the beam(s)

InterpolationPoints Source code

var(Beam) int InterpolationPoints;
Indicates whether the beam should be interpolated. <= 0 --> no > 0 --> yes (and is equal to the number of interpolation steps that should be taken.

MaxBeamCount Source code

var(Beam) int MaxBeamCount;
The number of live beams

Sheets Source code

var(Beam) int Sheets;
The number of sheets to render

Speed Source code

var(Beam) float Speed;
The speed at which the beam should move from source to target when firing up. '0' indicates instantaneous

TextureTile Source code

var(Beam) int TextureTile;
The number of times to tile the texture along each beam

TextureTileDistance Source code

var(Beam) float TextureTileDistance;
The distance per texture tile

Branching

BranchParentName Source code

var(Branching) name BranchParentName;
The name of the emitter to branch from (if mode is PEB2M_Branch) MUST BE IN THE SAME PARTICLE SYSTEM!

Distance

Distance Source code

var(Distance) rawdistributionfloat Distance;
Distance is only used if BeamMethod is Distance

Rendering

RenderDirectLine Source code

var(Rendering) bool RenderDirectLine;

RenderGeometry Source code

var(Rendering) bool RenderGeometry;

RenderLines Source code

var(Rendering) bool RenderLines;

RenderTessellation Source code

var(Rendering) bool RenderTessellation;

Taper

TaperFactor Source code

var(Taper) rawdistributionfloat TaperFactor;
Tapering factor, 0 = source of beam, 1 = target

TaperMethod Source code

var(Taper) EBeamTaperMethod TaperMethod;
Tapering mode

TaperScale Source code

var(Taper) rawdistributionfloat TaperScale;
Tapering scaling This is intended to be either a constant, uniform or a ParticleParam. If a curve is used, 0/1 mapping of source/target... which could be integrated into the taper factor itself, and therefore makes no sense.


Enumerations Detail

EBeam2Method Source code

enum EBeam2Method
{
PEB2M_Distance, PEB2M_Target, PEB2M_Branch
};

EBeamTaperMethod Source code

enum EBeamTaperMethod
{
PEBTM_None, PEBTM_Full, PEBTM_Partial
};


Structures Detail

BeamTargetData Source code

struct BeamTargetData
{
var(ParticleModuleTypeDataBeam2) name TargetName;
var(ParticleModuleTypeDataBeam2) float TargetPercentage;
};

TargetName:
Name of the target.
TargetPercentage:
Percentage chance the target will be selected (100 = always).


Defaultproperties

defaultproperties
{
   BeamMethod=PEB2M_Target
   TextureTile=1
   Sheets=1
   Speed=10.000000
   RenderGeometry=True
   Distance=(Distribution=DistributionDistance,Op=1,LookupTableNumElements=1,LookupTableChunkSize=1,LookupTable=(25.000000,25.000000,25.000000,25.000000))
   TaperFactor=(Distribution=DistributionTaperFactor,Op=1,LookupTableNumElements=1,LookupTableChunkSize=1,LookupTable=(1.000000,1.000000,1.000000,1.000000))
   TaperScale=(Distribution=DistributionTaperScale,Op=1,LookupTableNumElements=1,LookupTableChunkSize=1,LookupTable=(1.000000,1.000000,1.000000,1.000000))
   Name="Default__ParticleModuleTypeDataBeam2"
   ObjectArchetype=ParticleModuleTypeDataBase'Engine.Default__ParticleModuleTypeDataBase'
}

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Creation time: sk 18-3-2018 10:00:41.001 - Created with UnCodeX