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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
};
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
BeamTextureVScale=1
LowFrequencyPoints=3
HighFrequencyPoints=10
BranchHFPointsRange=(Max=1000)
BranchEmitter=-1
}