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Engine.BeamEmitter


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//=============================================================================
// BeamEmitter: An Unreal Beam Particle Emitter.
//=============================================================================
class BeamEmitter extends ParticleEmitter
    native;


enum EBeamEndPointType
{
    PTEP_Velocity,
    PTEP_Distance,
    PTEP_Offset,
    PTEP_Actor,
    PTEP_TraceOffset,
    PTEP_OffsetAsAbsolute,
    PTEP_DynamicDistance    // Length can be scaled by Size.Y and Distance can be changed in realtime through code.
};

struct ParticleBeamData
{
    var vector  Location;
    var float   t;
};

struct ParticleBeamEndPoint
{
    var () name         ActorTag;
    var () rangevector  Offset;
    var () float        Weight;
};

struct ParticleBeamScale
{
    var () vector       FrequencyScale;
    var () float        RelativeLength;
};

var (Beam)          range                       BeamDistanceRange;  
var (Beam)          array<ParticleBeamEndPoint> BeamEndPoints;
var (Beam)          EBeamEndPointType           DetermineEndPointBy;        
var (Beam)          float                       BeamTextureUScale;
var (Beam)          float                       BeamTextureVScale;
var (Beam)          int                         RotatingSheets;
var (Beam)          bool                        TriggerEndpoint;

var (BeamNoise)     rangevector                 LowFrequencyNoiseRange;
var (BeamNoise)     int                         LowFrequencyPoints;
var (BeamNoise)     rangevector                 HighFrequencyNoiseRange;
var (BeamNoise)     int                         HighFrequencyPoints;
var (BeamNoise)     array<ParticleBeamScale>    LFScaleFactors;
var (BeamNoise)     array<ParticleBeamScale>    HFScaleFactors;
var (BeamNoise)     float                       LFScaleRepeats;
var (BeamNoise)     float                       HFScaleRepeats;
var (BeamNoise)     bool                        UseHighFrequencyScale;
var (BeamNoise)     bool                        UseLowFrequencyScale;
var (BeamNoise)     bool                        NoiseDeterminesEndPoint;
var (BeamNoise)     rangevector                 DynamicHFNoiseRange;
var (BeamNoise)     range                       DynamicHFNoisePointsRange;
var (BeamNoise)     range                       DynamicTimeBetweenNoiseRange;

var (BeamBranching) bool                        UseBranching;
var (BeamBranching) range                       BranchProbability;
var (BeamBranching) range                       BranchHFPointsRange;
var (BeamBranching) int                         BranchEmitter;
var (BeamBranching) range                       BranchSpawnAmountRange;
var (BeamBranching) bool                        LinkupLifetime;

var transient       int                         SheetsUsed;
var transient       int                         VerticesPerParticle;
var transient       int                         IndicesPerParticle;
var transient       int                         PrimitivesPerParticle;
var transient       float                       BeamValueSum;
var transient       array<ParticleBeamData>     HFPoints;
var transient       array<vector>               LFPoints;
var transient       array<actor>                HitActors;
var transient       float                       TimeSinceLastDynamicNoise;

defaultproperties
{
     BeamTextureUScale=1.000000
     BeamTextureVScale=1.000000
     LowFrequencyPoints=3
     HighFrequencyPoints=10
     BranchHFPointsRange=(Max=1000.000000)
     BranchEmitter=-1
}

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Class file time: Mon 23/10/2006 20:25:16.000 - Creation time: Wed 7/2/2007 19:16:34.640 - Created with UnCodeX