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Engine.xEmitter


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//=============================================================================
// xEmitter - particle emission! renamed to avoid conflict with Emitter
// Copyright 2001 Digital Extremes - All Rights Reserved.
// Confidential.
//=============================================================================
class xEmitter extends Actor native placeable;

#exec Texture Import File=Textures\S_Emitter.tga Name=S_Emitter Mips=Off

replication
{
    unreliable if (Role == ROLE_Authority)
        mSpawnVecA, blockOnNet;
}

// particle system config...
var(PclEmitter) enum ExParticleTypes
{
    PT_Sprite,
    PT_Stream,
    PT_Line,
    PT_Disc,
    PT_Mesh,
    PT_Branch,
    PT_Beam,
} mParticleType;

// particle system config...
var(PclEmitter) enum ExSpawningTypes
{
    ST_Sphere,
    ST_Line,
    ST_Disc,
    ST_Cylinder,
    ST_AimedSphere,
    ST_StaticMesh,
    ST_Explode,
    ST_ExplodeRing,
    ST_OwnerSkeleton,
    ST_Test,
} mSpawningType;

var(PclEmitter) bool    mRegen;
var(PclEmitter) bool    mRegenPause;
var(PclEmitter) float   mRegenOnTime[2];
var(PclEmitter) float   mRegenOffTime[2];
var(PclEmitter) int     mStartParticles;    // at runtime also, you can set this > 0 to spawn this many next tick
var(PclEmitter) private int     mMaxParticles;
var(PclEmitter) float   mDelayRange[2];
var(PclEmitter) float   mLifeRange[2];
var(PclEmitter) float   mRegenRange[2];
var(PclEmitter) float   mRegenDist;
var(PclEmitter) Name    mSourceActor;
var(PclEmitter) Name    mChildName;
var            xEmitter mChildEmitter;
var(PclEmitter) StaticMeshActor SourceStaticMesh;
var(PclEmitter) bool    bSuspendWhenNotVisible;
var(PclVisuals) bool    mDistanceAtten;

var(PclMovement) vector mDirDev;
var(PclMovement) vector mPosDev;
var(PclMovement) vector mSpawnVecA;
var(PclMovement) vector mSpawnVecB;

var(PclMovement) float  mSpeedRange[2];
var(PclMovement) bool   mPosRelative;
var(PclMovement) float  mMassRange[2];
var(PclMovement) float  mAirResistance;
var(PclMovement) bool   mCollision;
var(PclMovement) float  mOwnerVelocityFactor;

var(PclVisuals) bool    mRandOrient;

var(PclMovement) float  mSpinRange[2];

var(PclVisuals) float   mSizeRange[2];
var(PclVisuals) float   mGrowthRate;
var(PclVisuals) color   mColorRange[2];

// attenuation
var(PclVisuals) bool    mAttenuate;
var(PclVisuals) float   mAttenKa;
var(PclVisuals) float   mAttenKb;
var(PclVisuals) enum    EAttenFunc
{
    ATF_LerpInOut,
    ATF_ExpInOut,
    ATF_SmoothStep,
    ATF_Pulse,
    ATF_Random,
    ATF_None,
} mAttenFunc;
var             int     mpAttenFunc;

var(PclVisuals) bool    mRandTextures;  // choose a random texture for each instance of this emitter
var(PclVisuals) bool    mTileAnimation; // animate the particle from the set of tiles throughout life
var(PclVisuals) int     mNumTileColumns;
var(PclVisuals) int     mNumTileRows;
var(PclVisuals) bool    mUseMeshNodes;
var(PclVisuals) bool    mRandMeshes;
var(PclVisuals) StaticMesh  mMeshNodes[8]; // if using meshes as particle nodes
var(PclVisuals) Texture mPosColorMapXY;
var(PclVisuals) Texture mPosColorMapXZ;
var(PclVisuals) Texture mLifeColorMap;

var(PclSoftBody) float  springK;
var(PclSoftBody) float  springD;
var(PclSoftBody) float  springMaxStretch;
var(PclSoftBody) float  springMaxCompress;

// ver 1.1
var(PclMovement) float  mColElasticity; // bounciness of particle collision 0-1
var(PclMovement) float  mAttraction;    // attractive force between particles
var(PclMovement) bool   mColMakeSound;

var(pclBeam)     float  mWaveFrequency;
var(pclBeam)     float  mWaveAmplitude;
var(pclBeam)     float  mWaveShift;
var(pclBeam)     float  mBendStrength;
var(pclBeam)     bool   mWaveLockEnd;

var(Force) bool bForceAffected;

// native stuff.
var transient int   SystemHandle;
var transient int   Expire;

var transient pointer mpParticles; // ptr to tarray
var transient int   mNumActivePcl;
var transient pointer  mpIterator;
var transient int   mbSpinningNodes;
var transient vector mLastPos;
var transient vector mLastVector;
var transient float mTime;
var transient float mT; // delta
var transient float  mRegenBias;
var transient float  mRegenTimer;
var transient float  mPauseTimer;
var transient Box   mBounds;
var transient plane mSphere;
var transient vector mDir;
var transient int   mNumUpdates;
var transient int   mAtLeastOneFrame;
var transient int   mRenderableVerts;
var transient float mTexU;
var transient float mTexV;
var transient float  mTotalTiles;
var transient float  mInvTileCols;
var transient pointer   mpSprings; // ptr to Spring class
var transient int   mNumSprings;
var transient float mWavePhaseA;
var transient float mWavePhaseB;

var bool blockOnNet;
var bool bCallPreSpawn;
// v 1.4
var transient int   mHeadIndex;

event CollisionSound(); //amb
event PreSpawned()
{
    if ( !Level.bStartup )
    {
        bSuspendWhenNotVisible = false;
        if ( Level.bDropDetail && (mMaxParticles > 5) 
            && ((mParticleType == PT_Sprite) || (mParticleType == PT_Mesh) || (mParticleType == PT_Line)) )
        {
            mMaxParticles = mMaxParticles * 0.65;
            mRegenRange[0] *= 0.8;
            mRegenRange[1] *= 0.8;
            mStartParticles = 0.65 * mStartParticles;
        }
    }
}

simulated final function float ClampToMaxParticles(float InPart)
{
    return FMin(InPart, mStartParticles);
}

event Trigger( Actor Other, Pawn EventInstigator )
{
    mRegenPause = !mRegenPause;
}

simulated function UpdatePrecacheMaterials()
{
    if ( mPosColorMapXY != None )
        Level.AddPrecacheMaterial(mPosColorMapXY);
    if ( mPosColorMapXZ != None )
        Level.AddPrecacheMaterial(mPosColorMapXZ);
    if ( mLifeColorMap != None )
        Level.AddPrecacheMaterial(mLifeColorMap);

    super.UpdatePrecacheMaterials();
}

static function PrecacheContent(LevelInfo Level)
{
    if ( Default.mPosColorMapXY != None )
        Level.AddPrecacheMaterial(Default.mPosColorMapXY);
    if ( Default.mPosColorMapXZ != None )
        Level.AddPrecacheMaterial(Default.mPosColorMapXZ);
    if ( Default.mLifeColorMap != None )
        Level.AddPrecacheMaterial(Default.mLifeColorMap);
    if ( Default.Skins.Length > 0 )
        Level.AddPrecacheMaterial(Default.Skins[0]);
}

defaultproperties
{
     mRegen=Wahr
     mStartParticles=1
     mMaxParticles=50
     mLifeRange(0)=4.000000
     mLifeRange(1)=4.000000
     mRegenRange(0)=1.000000
     mRegenRange(1)=1.000000
     bSuspendWhenNotVisible=Wahr
     mSpawnVecB=(Z=0.050000)
     mSpeedRange(0)=40.000000
     mSpeedRange(1)=40.000000
     mAirResistance=0.400000
     mSizeRange(0)=10.000000
     mSizeRange(1)=10.000000
     mColorRange(0)=(B=255,G=255,R=255,A=255)
     mColorRange(1)=(B=255,G=255,R=255,A=255)
     mAttenuate=Wahr
     mAttenKa=0.200000
     mAttenKb=1.000000
     mNumTileColumns=1
     mNumTileRows=1
     mColElasticity=0.500000
     bCallPreSpawn=Wahr
     LightEffect=LE_QuadraticNonIncidence
     DrawType=DT_Particle
     bAcceptsProjectors=Falsch
     bNetTemporary=Wahr
     RemoteRole=ROLE_None
     Texture=Texture'Engine.S_Emitter'
     Skins(0)=Texture'Engine.S_Emitter'
     bUnlit=Wahr
     bGameRelevant=Wahr
     CollisionRadius=0.000000
     CollisionHeight=0.000000
     bNotOnDedServer=Wahr
     bDirectional=Wahr
}

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Class file time: Fr 30.3.2007 08:43:36.000 - Creation time: Mo 16.4.2007 11:20:57.765 - Created with UnCodeX