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Engine.ParticleSystem


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/**
 * Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
 */
class ParticleSystem extends Object
    native(Particle)
    hidecategories(Object);

/**
 *  ParticleSystemUpdateMode
 *  Enumeration indicating the method by which the system should be updated
 */
enum EParticleSystemUpdateMode
{
    /** RealTime    - update via the delta time passed in               */
    EPSUM_RealTime,
    /** FixedTime   - update via a fixed time step                      */
    EPSUM_FixedTime
};

var()   EParticleSystemUpdateMode       SystemUpdateMode;

/** UpdateTime_FPS  - the frame per second to update at in FixedTime mode       */
var()   float                           UpdateTime_FPS;

/** UpdateTime_Delta    - internal                                              */
var     float                           UpdateTime_Delta;

/** WarmupTime  - the time to warm-up the particle system when first rendered   */
var()   float                           WarmupTime;

/** Emitters    - internal - the array of emitters in the system                */
var     editinline  export  array<ParticleEmitter>  Emitters;

/** The component used to preview the particle system in Cascade                */
var transient ParticleSystemComponent   PreviewComponent;

/** The angle to use when rendering the thumbnail image                         */
var     rotator ThumbnailAngle;

/** The distance to place the system when rendering the thumbnail image         */
var     float   ThumbnailDistance;

/** The time to warm-up the system for the thumbnail image                      */
var(Thumbnail)  float                   ThumbnailWarmup;

/** Boolean to indicate whether the particle system can ignore lights or not    */
var     bool                        bLit;

/** Used for curve editor to remember curve-editing setup.                      */
var     export InterpCurveEdSetup   CurveEdSetup;

//
//	LOD
//
/**
 *  How often (in seconds) the system should perform the LOD distance check.
 */
var(LOD)                    float                   LODDistanceCheckTime;

/**
 *  ParticleSystemLODMethod
 *  Enumeration indicating the method by which the system should perform LOD determination
 */
enum ParticleSystemLODMethod
{
    /** Automatically set the LOD level         */
    PARTICLESYSTEMLODMETHOD_Automatic,
    /** LOD level is directly set by the game   */
    PARTICLESYSTEMLODMETHOD_DirectSet
};

/**
 *  The method of LOD level determination to utilize for this particle system
 */
var(LOD)                    ParticleSystemLODMethod     LODMethod;

/**
 *  The array of distances for each LOD level in the system.
 *  Used when LODMethod is set to PARTICLESYSTEMLODMETHOD_Automatic.
 *
 *  Example: System with 3 LOD levels
 *      LODDistances(0) = 0.0
 *      LODDistances(1) = 2500.0
 *      LODDistances(2) = 5000.0
 *
 *      In this case, when the system is [   0.0 ..   2499.9] from the camera, LOD level 0 will be used.
 *                                       [2500.0 ..   4999.9] from the camera, LOD level 1 will be used.
 *                                       [5000.0 .. INFINITY] from the camera, LOD level 2 will be used.
 *
 */
var(LOD)    editfixedsize   array<float>            LODDistances;

/** LOD setting for intepolation (set by Cascade) Range [0..100]                */
var         int                                                 EditorLODSetting;

/**
 *  Internal value that tracks the regenerate LOD levels preference.
 *  If TRUE, when autoregenerating LOD levels in code, the low level will
 *  be a duplicate of the high.
 */
var         bool                                    bRegenerateLODDuplicate;

/** Whether to use the fixed relative bounding box or calculate it every frame. */
var(Bounds) bool        bUseFixedRelativeBoundingBox;
/** Fixed relative bounding box for particle system.                            */
var(Bounds) box         FixedRelativeBoundingBox;
/**
 * Number of seconds of emitter not being rendered that need to pass before it
 * no longer gets ticked/ becomes inactive.
 */
var()       float       SecondsBeforeInactive;

//
//	Cascade 'floor' mesh information
//
var         string      FloorMesh;
var         vector      FloorPosition;
var         rotator     FloorRotation;
var         float       FloorScale;
var         vector      FloorScale3D;

/** EDITOR ONLY: Indicates that Cascade would like to have the PeakActiveParticles count reset */
var         bool        bShouldResetPeakCounts;

/** Set during load time to indicate that physics is used... */
var     transient           bool                            bHasPhysics;

/** Inidicates the old 'real-time' thumbnail rendering should be used   */
var(Thumbnail)  bool        bUseRealtimeThumbnail;
/** Internal: Indicates the PSys thumbnail image is out of date         */
var             bool        ThumbnailImageOutOfDate;
/** Internal: The PSys thumbnail image                                  */
var             Texture2D   ThumbnailImage;

//
/** Return the currently set LOD method                                         */
native function ParticleSystemLODMethod GetCurrentLODMethod();
/** Return the number of LOD levels for this particle system                    */
native function int                 GetLODLevelCount();
/** Return the distance for the given LOD level                                 */
native function float               GetLODDistance(int LODLevelIndex);
/** Set the LOD method                                                          */
native function                     SetCurrentLODMethod(ParticleSystemLODMethod InMethod);
/** Set the distance for the given LOD index                                    */
native function bool                SetLODDistance(int LODLevelIndex, float InDistance);

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defaultproperties
{
   UpdateTime_FPS=60.000000
   UpdateTime_Delta=1.000000
   ThumbnailDistance=200.000000
   ThumbnailWarmup=1.000000
   bLit=True
   ThumbnailImageOutOfDate=True
   LODDistanceCheckTime=5.000000
   FixedRelativeBoundingBox=(Min=(X=-1.000000,Y=-1.000000,Z=-1.000000),Max=(X=1.000000,Y=1.000000,Z=1.000000),IsValid=0)
   FloorMesh="EditorMeshes.AnimTreeEd_PreviewFloor"
   FloorScale=1.000000
   FloorScale3D=(X=1.000000,Y=1.000000,Z=1.000000)
   Name="Default__ParticleSystem"
   ObjectArchetype=Object'Core.Default__Object'
}

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Class file time: Thu 22/11/2007 16:02:48.000 - Creation time: Mon 26/11/2007 17:41:52.968 - Created with UnCodeX