Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 00114 00115 00116 00117 00118 00119 00120 00121 00122 00123 00124 00125 00126 00127 00128 00129 00130 00131 00132 00133 00134 |
class RibbonEmitter extends ParticleEmitter native; struct native RibbonPoint { var() vector Location; var() vector AxisNormal; var() float Width; #if IG_TRIBES3 // rowan: per particle velocity var() vector Velocity; var() vector InterpolatedLocation; // henry: for spline interpolation #endif }; enum EGetPointAxis { PAXIS_OwnerX, // owners X axis based on rotation PAXIS_OwnerY, // owners Y axis based on rotation PAXIS_OwnerZ, // owners Z axis based on rotation PAXIS_BoneNormal, // (end - start) or start bone direction if no end bone found PAXIS_StartBoneDirection, // start bones direction PAXIS_AxisNormal // specified normal }; // main vars var(Ribbon) float SampleRate; var(Ribbon) float DecayRate; var(Ribbon) int NumPoints; var(Ribbon) float RibbonWidth; var(Ribbon) EGetPointAxis GetPointAxisFrom; var(Ribbon) vector AxisNormal; // used for PAXIS_AxisNormal var(Ribbon) float MinSampleDist; var(Ribbon) float MinSampleDot; var(Ribbon) float PointOriginOffset; // texture UV scaling var(RibbonTexture) float RibbonTextureUScale; var(RibbonTexture) float RibbonTextureVScale; // axis rotated sheets var(RibbonSheets) int NumSheets; // number of sheets used var(RibbonSheets) array<float> SheetScale; #if IG_TRIBES3 // rowan: var(RibbonSheets) bool bBillboardSheets; #endif // bone vars (emitter must have an actor with a skeletal mesh as its owner) var(RibbonBones) vector StartBoneOffset; var(RibbonBones) vector EndBoneOffset; var(RibbonBones) name BoneNameStart; var(RibbonBones) name BoneNameEnd; // ribbon point array #if IG_TRIBES3 // henry: spline ribbons var array<RibbonPoint> RibbonPoints; var(Ribbon) int RibbonNumSplinePoints "if this is 0, then the usual NumPoints are used, otherwise a spline with this many interpolated points is used"; var(Ribbon) int RibbonSplineDegree "this can be 2, 3, or 4. The spline's polynomial degree is this degree minus one, (i.e., use 4 for a cubic spline or 3 for a quadratic spline.)"; var array<int> RibbonSplineKnots; var array<RibbonPoint> RibbonSplinePoints; #else var (Ribbon) array<RibbonPoint> RibbonPoints; #endif // flags var(Ribbon) bool bSamplePoints; var(Ribbon) bool bDecayPoints; var(Ribbon) bool bDecayPointsWhenStopped; var(Ribbon) bool bSyncDecayWhenKilled; #if IG_TRIBES3 // rowan: var(Ribbon) bool bRemainAttachedWhenStopped; var(Ribbon) bool bSyncFadeOutWhenKilled; var(Ribbon) bool bMatchPawnVelocity "This will make a sub-emitter match the velocity of the actor to which the parent emitter is attached"; // henry: match the velocity of the pawn so the ribbon stays attached var(Ribbon) float VelocityLeadFactor "How much to follow the Pawn's velocity (usually 1.0)"; // henry: how much to follow the velocity by #endif var(RibbonTexture) bool bLengthBasedTextureU; var(RibbonSheets) bool bUseSheetScale; var(RibbonBones) bool bUseBones; var(RibbonBones) bool bUseBoneDistance; // get width from distance between start and end bones // internal vars var transient float SampleTimer; // sample timer (samples point at SampleTimer >= SampleRate) var transient float DecayTimer; var transient float RealSampleRate; var transient float RealDecayRate; #if IG_TRIBES3 // rowan: var transient float RibbonDecayLength; #endif var transient int SheetsUsed; var transient RibbonPoint LastSampledPoint; var transient bool bKilled; // used to init vars when particle emitter is killed var transient bool bDecaying; #if IG_TRIBES3 // henry: spline ribbons var transient int LastNumSplineKnotPoints; var transient int LastSplineDegree; #endif defaultproperties { NumPoints=20 //#if IG_TRIBES3 // henry RibbonNumSplinePoints=0 RibbonSplineDegree=3 //#endif DecayRate=0.25 SampleRate=0.05 MaxParticles=1 RibbonWidth=20.0 bSamplePoints=True RibbonTextureUScale=1.0 RibbonTextureVScale=1.0 AxisNormal=(Z=1.0) AutomaticInitialSpawning=False GetPointAxisFrom=PAXIS_AxisNormal StartSizeRange=(X=(Min=1,Max=1),Y=(Min=1,Max=1),Z=(Min=1,Max=1)) UseRegularSizeScale=False InitialParticlesPerSecond=10000 PointOriginOffset=0.5 bDecayPoints=True bDecayPointsWhenStopped=False MinSampleDist=1.0 MinSampleDot=0.995 bUseBones=False ZWrite=False bLengthBasedTextureU=False //#if IG_TRIBES3 // henry bMatchPawnVelocity=True VelocityLeadFactor=1.0 LastNumSplineKnotPoints=-1 LastSplineDegree=-1 //#endif } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |