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Engine.ParticleEmitter


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//=============================================================================
// ParticleEmitter: Base class for sub- emitters.
//
// make sure to keep structs in sync in UnParticleSystem.h
//=============================================================================

class ParticleEmitter extends Object
    abstract
    editinlinenew
    native;

enum EBlendMode
{
    BM_MODULATE,
    BM_MODULATE2X,
    BM_MODULATE4X,
    BM_ADD,
    BM_ADDSIGNED,
    BM_ADDSIGNED2X,
    BM_SUBTRACT,
    BM_ADDSMOOTH,
    BM_BLENDDIFFUSEALPHA,
    BM_BLENDTEXTUREALPHA,
    BM_BLENDFACTORALPHA,
    BM_BLENDTEXTUREALPHAPM,
    BM_BLENDCURRENTALPHA,
    BM_PREMODULATE,
    BM_MODULATEALPHA_ADDCOLOR,
    BM_MODULATEINVALPHA_ADDCOLOR,
    BM_MODULATEINVCOLOR_ADDALPHA,
    BM_HACK 
};

enum EParticleDrawStyle
{
    PTDS_Regular,
    PTDS_AlphaBlend,
    PTDS_Modulated,
    PTDS_Translucent,
    PTDS_AlphaModulate_MightNotFogCorrectly,
    PTDS_Darken,
    PTDS_Brighten
};

enum EParticleCoordinateSystem
{
    PTCS_Independent,
    PTCS_Relative,
    PTCS_Absolute
};

enum EParticleRotationSource
{
    PTRS_None,
    PTRS_Actor,
    PTRS_Offset,
    PTRS_Normal
};

enum EParticleVelocityDirection
{
    PTVD_None,
    PTVD_StartPositionAndOwner,
    PTVD_OwnerAndStartPosition,
    PTVD_AddRadial
};

enum EParticleStartLocationShape
{
    PTLS_Box,
    PTLS_Sphere,
    PTLS_Polar,
    PTLS_All
};

enum EParticleEffectAxis
{
    PTEA_NegativeX,
    PTEA_PositiveZ
};

enum EParticleCollisionSound
{
    PTSC_None,
    PTSC_LinearGlobal,
    PTSC_LinearLocal,
    PTSC_Random
};

enum EParticleMeshSpawning
{
    PTMS_None,
    PTMS_Linear,
    PTMS_Random
};

enum ESkelLocationUpdate
{
    PTSU_None,
    PTSU_SpawnOffset,
    PTSU_Location
};

struct ParticleTimeScale
{
    var () float    RelativeTime;       // always in range [0..1]
    var () float    RelativeSize;
};

struct ParticleRevolutionScale
{
    var () float    RelativeTime;       // always in range [0..1]
    var () vector   RelativeRevolution;
};

struct ParticleColorScale
{
    var () float    RelativeTime;       // always in range [0..1]
    var () color    Color;
};

struct ParticleVelocityScale
{
    var () float    RelativeTime;       // always in range [0..1]
    var () vector   RelativeVelocity;
};

struct Particle
{
    var vector  Location;
    var vector  OldLocation;
    var vector  Velocity;
    var vector  StartSize;
    var vector  SpinsPerSecond;
    var vector  StartSpin;
    var vector  RevolutionCenter;
    var vector  RevolutionsPerSecond;
    var vector  RevolutionsMultiplier;
    var vector  Size;
    var vector  StartLocation;
    var vector  ColorMultiplier;
    var vector  VelocityMultiplier;
    var vector  OldMeshLocation;
    var color   Color;
    var float   Time;
    var float   MaxLifetime;
    var float   Mass;
    var int     HitCount;
    var int     Flags;
    var int     Subdivision;
    var int     BoneIndex;
};

struct ParticleSound
{
    var () sound    Sound;
    var () range    Radius;
    var () range    Pitch;
    var () int      Weight;
    var () range    Volume;
    var () range    Probability;
};

// FLAGS
var (Collision)     bool                        UseCollision;
var (Collision)     bool                        UseCollisionPlanes;
var (Collision)     bool                        UseMaxCollisions;
var (Collision)     bool                        UseSpawnedVelocityScale;
var (Color)         bool                        UseColorScale;
var (Fading)        bool                        FadeOut;
var (Fading)        bool                        FadeIn;
var (Force)         bool                        UseActorForces;
var (General)       bool                        ResetAfterChange;
var (Local)         bool                        RespawnDeadParticles;
var (Local)         bool                        AutoDestroy;
var (Local)         bool                        AutoReset;
var (Local)         bool                        Disabled;
var                 bool                        Backup_Disabled;        // for resetting
var (Local)         bool                        DisableFogging;
var (MeshSpawning)  bool                        VelocityFromMesh;
var (MeshSpawning)  bool                        UniformMeshScale;
var (MeshSpawning)  bool                        UniformVelocityScale;
var (MeshSpawning)  bool                        UseColorFromMesh;
var (MeshSpawning)  bool                        SpawnOnlyInDirectionOfNormal;
var (Rendering)     bool                        AlphaTest;
var (Rendering)     bool                        AcceptsProjectors;
var (Rendering)     bool                        ZTest;
var (Rendering)     bool                        ZWrite;
var (Revolution)    bool                        UseRevolution;
var (Revolution)    bool                        UseRevolutionScale;
var (Rotation)      bool                        SpinParticles;
var (Rotation)      bool                        DampRotation;
var (Size)          bool                        UseSizeScale;
var (Size)          bool                        UseAbsoluteTimeForSizeScale;
var (Size)          bool                        UseRegularSizeScale;
var (Size)          bool                        UniformSize;
var (Size)          bool                        DetermineVelocityByLocationDifference;
var (Size)          bool                        ScaleSizeXByVelocity;
var (Size)          bool                        ScaleSizeYByVelocity;
var (Size)          bool                        ScaleSizeZByVelocity;
var (Spawning)      bool                        AutomaticInitialSpawning;
var (Texture)       bool                        BlendBetweenSubdivisions;
var (Texture)       bool                        UseSubdivisionScale;
var (Texture)       bool                        UseRandomSubdivision;
var (Trigger)       bool                        TriggerDisabled;
var (Trigger)       bool                        ResetOnTrigger;
var (Velocity)      bool                        UseVelocityScale;
var (Velocity)      bool                        AddVelocityFromOwner;

var (Performance)   float                       LowDetailFactor;

var (Acceleration)  vector                      Acceleration;

var (Collision)     vector                      ExtentMultiplier;
var (Collision)     rangevector                 DampingFactorRange;
var (Collision)     array<plane>                CollisionPlanes;
var (Collision)     range                       MaxCollisions;
var (Collision)     int                         SpawnFromOtherEmitter;
var (Collision)     int                         SpawnAmount;
var (Collision)     rangevector                 SpawnedVelocityScaleRange;

var (Color)         array<ParticleColorScale>   ColorScale;
var (Color)         float                       ColorScaleRepeats;
var (Color)         rangevector                 ColorMultiplierRange;
var (Color)         float                       Opacity;

var (Fading)        plane                       FadeOutFactor;
var (Fading)        float                       FadeOutStartTime;
var (Fading)        plane                       FadeInFactor;
var (Fading)        float                       FadeInEndTime;

var (General)       EParticleCoordinateSystem   CoordinateSystem;
var (General)       const int                   MaxParticles;
var (General)       EParticleEffectAxis         EffectAxis;

var (Local)         range                       AutoResetTimeRange;
var (Local)         string                      Name;
var (Local)         EDetailMode                 DetailMode;

var (Location)      vector                      StartLocationOffset;
var (Location)      rangevector                 StartLocationRange;
var (Location)      int                         AddLocationFromOtherEmitter;
var (Location)      EParticleStartLocationShape StartLocationShape;
var (Location)      range                       SphereRadiusRange;
var (Location)      rangevector                 StartLocationPolarRange;

var (Mass)          range                       StartMassRange;

var (MeshSpawning)  staticmesh                  MeshSpawningStaticMesh;
var (MeshSpawning)  EParticleMeshSpawning       MeshSpawning;
var (MeshSpawning)  rangevector                 VelocityScaleRange;
var (MeshSpawning)  rangevector                 MeshScaleRange;
var (MeshSpawning)  vector                      MeshNormal;
var (MeshSpawning)  range                       MeshNormalThresholdRange;

var (Rendering)     int                         AlphaRef;
var (Revolution)    rangevector                 RevolutionCenterOffsetRange;
var (Revolution)    rangevector                 RevolutionsPerSecondRange;
var (Revolution)    array<ParticleRevolutionScale> RevolutionScale;
var (Revolution)    float                       RevolutionScaleRepeats;

var (Rotation)      EParticleRotationSource     UseRotationFrom;
var (Rotation)      rotator                     RotationOffset;
var (Rotation)      vector                      SpinCCWorCW;
var (Rotation)      rangevector                 SpinsPerSecondRange;
var (Rotation)      rangevector                 StartSpinRange;
var (Rotation)      rangevector                 RotationDampingFactorRange;
var (Rotation)      vector                      RotationNormal;

var (Size)          array<ParticleTimeScale>    SizeScale;
var (Size)          float                       SizeScaleRepeats;
var (Size)          rangevector                 StartSizeRange;
var (Size)          vector                      ScaleSizeByVelocityMultiplier;
var (Size)          float                       ScaleSizeByVelocityMax;

var (SkeletalMesh)  ESkelLocationUpdate         UseSkeletalLocationAs;
var (SkeletalMesh)  actor                       SkeletalMeshActor;
var (SkeletalMesh)  vector                      SkeletalScale;
var (SkeletalMesh)  range                       RelativeBoneIndexRange;

var (Sound)         array<ParticleSound>        Sounds;
var (Sound)         EParticleCollisionSound     SpawningSound;
var (Sound)         range                       SpawningSoundIndex;
var (Sound)         range                       SpawningSoundProbability;
var (Sound)         EParticleCollisionSound     CollisionSound;
var (Sound)         range                       CollisionSoundIndex;
var (Sound)         range                       CollisionSoundProbability;

var (Spawning)      float                       ParticlesPerSecond;
var (Spawning)      float                       InitialParticlesPerSecond;
    
var (Texture)       EParticleDrawStyle          DrawStyle;
var (Texture)       texture                     Texture;
var (Texture)       int                         TextureUSubdivisions;
var (Texture)       int                         TextureVSubdivisions;
var (Texture)       array<float>                SubdivisionScale;
var (Texture)       int                         SubdivisionStart;
var (Texture)       int                         SubdivisionEnd;

var (Tick)          float                       SecondsBeforeInactive;
var (Tick)          float                       MinSquaredVelocity;

var (Time)          range                       InitialTimeRange;
var (Time)          range                       LifetimeRange;
var (Time)          range                       InitialDelayRange;

var (Trigger)       range                       SpawnOnTriggerRange;
var (Trigger)       float                       SpawnOnTriggerPPS;

var (Velocity)      rangevector                 StartVelocityRange;
var (Velocity)      range                       StartVelocityRadialRange;
var (Velocity)      vector                      MaxAbsVelocity;
var (Velocity)      rangevector                 VelocityLossRange;
var (Velocity)      bool                        RotateVelocityLossRange;
var (Velocity)      int                         AddVelocityFromOtherEmitter;
var (Velocity)      rangevector                 AddVelocityMultiplierRange;
var (Velocity)      EParticleVelocityDirection  GetVelocityDirectionFrom;
var (Velocity)      array<ParticleVelocityScale> VelocityScale;
var (Velocity)      float                       VelocityScaleRepeats;

var (Warmup)        float                       WarmupTicksPerSecond;
var (Warmup)        float                       RelativeWarmupTime;

var transient       emitter                     Owner;
var transient       bool                        Initialized;
var transient       bool                        Inactive;
var transient       bool                        RealDisableFogging;
var transient       bool                        AllParticlesDead;
var transient       bool                        WarmedUp;
var transient       float                       InactiveTime;
var transient       array<Particle>             Particles;
var transient       int                         ParticleIndex;          // index into circular list of particles
var transient       int                         ActiveParticles;        // currently active particles
var transient       float                       PPSFraction;            // used to keep track of fractional PPTick
var transient       box                         BoundingBox;

var transient       vector                      RealExtentMultiplier;
var transient       int                         OtherIndex;
var transient       float                       InitialDelay;
var transient       vector                      GlobalOffset;
var transient       float                       TimeTillReset;
var transient       int                         PS2Data;
var transient       int                         MaxActiveParticles;
var transient       int                         CurrentCollisionSoundIndex;
var transient       int                         CurrentSpawningSoundIndex;
var transient       int                         CurrentMeshSpawningIndex;
var transient       float                       MaxSizeScale;
var transient       int                         KillPending;
var transient       int                         DeferredParticles;
var transient       vector                      RealMeshNormal;
var transient       array<vector>               MeshVertsAndNormals;
var transient       int                         CurrentSpawnOnTrigger;
var transient       int                         RenderableParticles;
var transient       rangevector                 RealVelocityLossRange;


native function SpawnParticle( int Amount );
native function Trigger();
native function Reset();

defaultproperties
{
     RespawnDeadParticles=True
     UniformMeshScale=True
     UniformVelocityScale=True
     AlphaTest=True
     ZTest=True
     UseRegularSizeScale=True
     AutomaticInitialSpawning=True
     TriggerDisabled=True
     LowDetailFactor=0.650000
     ExtentMultiplier=(X=1.000000,Y=1.000000,Z=1.000000)
     DampingFactorRange=(X=(Min=1.000000,Max=1.000000),Y=(Min=1.000000,Max=1.000000),Z=(Min=1.000000,Max=1.000000))
     SpawnFromOtherEmitter=-1
     ColorMultiplierRange=(X=(Min=1.000000,Max=1.000000),Y=(Min=1.000000,Max=1.000000),Z=(Min=1.000000,Max=1.000000))
     Opacity=1.000000
     FadeOutFactor=(W=1.000000,X=1.000000,Y=1.000000,Z=1.000000)
     FadeInFactor=(W=1.000000,X=1.000000,Y=1.000000,Z=1.000000)
     MaxParticles=10
     AddLocationFromOtherEmitter=-1
     StartMassRange=(Min=1.000000,Max=1.000000)
     VelocityScaleRange=(X=(Min=1.000000,Max=1.000000),Y=(Min=1.000000,Max=1.000000),Z=(Min=1.000000,Max=1.000000))
     MeshScaleRange=(X=(Min=1.000000,Max=1.000000),Y=(Min=1.000000,Max=1.000000),Z=(Min=1.000000,Max=1.000000))
     MeshNormal=(Z=1.000000)
     SpinCCWorCW=(X=0.500000,Y=0.500000,Z=0.500000)
     StartSizeRange=(X=(Min=100.000000,Max=100.000000),Y=(Min=100.000000,Max=100.000000),Z=(Min=100.000000,Max=100.000000))
     ScaleSizeByVelocityMultiplier=(X=1.000000,Y=1.000000,Z=1.000000)
     ScaleSizeByVelocityMax=10000000.000000
     SkeletalScale=(X=1.000000,Y=1.000000,Z=1.000000)
     RelativeBoneIndexRange=(Max=1.000000)
     DrawStyle=PTDS_Translucent
     Texture=Texture'Engine.S_Emitter'
     SecondsBeforeInactive=1.000000
     LifetimeRange=(Min=4.000000,Max=4.000000)
     AddVelocityFromOtherEmitter=-1
     AddVelocityMultiplierRange=(X=(Min=1.000000,Max=1.000000),Y=(Min=1.000000,Max=1.000000),Z=(Min=1.000000,Max=1.000000))
}

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Class file time: Mon 23/10/2006 20:25:16.000 - Creation time: Wed 7/2/2007 19:16:48.796 - Created with UnCodeX