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Engine.EmitterPool


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/**
 * this class manages a pool of ParticleSystemComponents
 * it is meant to be used for single shot effects spawned during gameplay
 * to reduce object overhead that would otherwise be caused by spawning dozens of Emitters
 *
 * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
 */
class EmitterPool extends Actor
	native
	transient
	config(Game);

/** template to base pool components off of - should not be used for effects or attached to anything */
var protected ParticleSystemComponent PSCTemplate;

/** components currently in the pool */
var transient const array<ParticleSystemComponent> PoolComponents;
/** components currently active */
var transient array<ParticleSystemComponent> ActiveComponents;
/** maximum allowed active components - if this is greater than 0 and is exceeded, the oldest active effect is taken */
var int MaxActiveEffects;

/** option to log out the names of all active effects when the pool overflows */
var globalconfig bool bLogPoolOverflow;
var globalconfig bool bLogPoolOverflowList;

/** list of components that should be relative to an Actor */
struct native EmitterBaseInfo
{
	var ParticleSystemComponent PSC;
	var Actor Base;
	var vector RelativeLocation;
	var rotator RelativeRotation;
	var bool bInheritBaseScale;
};
var transient array<EmitterBaseInfo> RelativePSCs;

/**
 *	The amount of time to allow the SMC and MIC arrays to be beyond their ideals.
 */
var float				SMC_MIC_ReductionTime;
var transient float		SMC_MIC_CurrentReductionTime;

/**
 *	The ideal number of StaticMeshComponents and MaterialInstanceConstants.
 *	If their counts are greater than this for more than ReductionTime, then
 *	they will be chopped down to their respective settings.
 */
var int					IdealStaticMeshComponents;
var int					IdealMaterialInstanceConstants;

/** The free StaticMeshComponents used by emitters in this pool */
var private transient const array<StaticMeshComponent> FreeSMComponents;

/** The free MaterialInstanceConstants used by emitters in this pool */
var private transient const array<MaterialInstanceConstant> FreeMatInstConsts;

cpptext
{
	virtual void TickSpecial(FLOAT DeltaTime);
}

/** set to each pool component's finished delegate to return it to the pool
 * for custom lifetime PSCs, must be called manually when done with the component
 */
function OnParticleSystemFinished(ParticleSystemComponent PSC)
{
	local int i;

	// remove from active arrays
	i = ActiveComponents.Find(PSC);
	if (i != INDEX_NONE)
	{
		ActiveComponents.Remove(i, 1);

		i = RelativePSCs.Find('PSC', PSC);
		if (i != INDEX_NONE)
		{
			RelativePSCs.Remove(i, 1);
		}

		ReturnToPool(PSC);
	}
}

/** Cleans up the pool components, removing any unused
 * 
 *  @param  bClearActive    If TRUE, clear active as well as inactive pool components
 */
native final function ClearPoolComponents(bool bClearActive = false);

/** internal - detaches the given PSC and returns it to the pool */
protected native final function ReturnToPool(ParticleSystemComponent PSC);

/** internal - moves the SMComponents from given PSC to the pool free list */
protected native final function FreeStaticMeshComponents(ParticleSystemComponent PSC);

/**
 *	internal - retrieves a SMComponent from the pool free list
 *
 *	@param	bCreateNewObject	If TRUE, create an SMC w/ the pool as its outer
 *
 *	@return	StaticMeshComponent	The SMC, NULL if none was available/created
 */
protected native final function StaticMeshComponent GetFreeStaticMeshComponent(bool bCreateNewObject = true);

/** internal - moves the MIConstants from given SMComponent to the pool free list */
protected native final function FreeMaterialInstanceConstants(StaticMeshComponent SMC);

/**
*	internal - retrieves a MaterialInstanceConstant from the pool free list
*
*	@param	bCreateNewObject			If TRUE, create an MIC w/ the pool as its outer
*
*	@return	MaterialInstanceConstant	The MIC, NULL if none was available/created
*/
protected native final function MaterialInstanceConstant GetFreeMatInstConsts(bool bCreateNewObject = true);

/** internal - helper for spawning functions
 * gets a component from the appropriate pool array (checks PerEmitterPools)
 * includes creating a new one if necessary as well as taking one from the active list if the max number active has been exceeded
 * @return the ParticleSystemComponent to use
 */
protected native final function ParticleSystemComponent GetPooledComponent(ParticleSystem EmitterTemplate, bool bAutoActivate);

/** plays the specified effect at the given location and rotation, taking a component from the pool or creating as necessary
 * @note: the component is returned so the caller can perform any additional modifications (parameters, etc),
 * 	but it shouldn't keep the reference around as the component will be returned to the pool as soon as the effect is complete
 * @param EmitterTemplate - particle system to create
 * @param SpawnLocation - location to place the effect in world space
 * @param SpawnRotation (opt) - rotation to place the effect in world space
 * @param AttachToActor (opt) - if specified, component will move along with this Actor
 * @param bInheritScaleFromBase (opt) - if TRUE scale from the base actor will be applied
 * @return the ParticleSystemComponent the effect will use
 */
function ParticleSystemComponent SpawnEmitter(ParticleSystem EmitterTemplate, vector SpawnLocation, optional rotator SpawnRotation, optional Actor AttachToActor, optional bool bInheritScaleFromBase)
{
	local int i;
	local ParticleSystemComponent Result;

	if (EmitterTemplate != None)
	{
		// AttachToActor is only for movement, so if it can't move, then there is no point in using it
		if (AttachToActor != None && (AttachToActor.bStatic || !AttachToActor.bMovable))
		{
			AttachToActor = None;
		}

		// try to grab one from the pool
		Result = GetPooledComponent(EmitterTemplate, FALSE);	

		if (AttachToActor != None)
		{
			i = RelativePSCs.length;
			RelativePSCs.length = i + 1;
			RelativePSCs[i].PSC = Result;
			RelativePSCs[i].Base = AttachToActor;
			RelativePSCs[i].RelativeLocation = SpawnLocation - AttachToActor.Location;
			RelativePSCs[i].RelativeRotation = SpawnRotation - AttachToActor.Rotation;
			RelativePSCs[i].bInheritBaseScale = bInheritScaleFromBase;
			// if we're inheriting from the base set scale to 0 at first so we don't have a frame of the wrong scale
			if(bInheritScaleFromBase)
			{
				RelativePSCs[i].PSC.SetScale(0);
			}
		}
//		Result.ResetParticles();
		Result.KillParticlesForced();
		Result.SetTranslation(SpawnLocation);
		Result.SetRotation(SpawnRotation);
		AttachComponent(Result);
//		Result.DetermineLODLevelForLocation(SpawnLocation);
//		Result.SetTemplate(EmitterTemplate);
		Result.ActivateSystem(TRUE);
		Result.OnSystemFinished = OnParticleSystemFinished;
		return Result;
	}
	else
	{
		`Warn("No EmitterTemplate!");
		ScriptTrace();
		return None;
	}
}

/** spawns a particle system attached to a SkeletalMeshComponent instead of to another Actor or to nothing
 * as with SpawnEmitter(), the caller should avoid persistent references to the returned component as it will
 * get automatically reclaimed when the effect is complete
 * @note: if the owning Actor is destroyed before the effect completes, the ParticleSystemComponent will end up
 *	being marked pending kill and therefore eventually destroyed as well. The pool handles this gracefully,
 *	although it's obviously suboptimal.
 * @param EmitterTemplate - particle system to create
 * @param Mesh - mesh component to attach to
 * @param AttachPointName - bone or socket to attach to
 * @param bAttachToSocket (opt) - whether AttachPointName is a socket or bone name
 * @param RelativeLoc (opt) - offset from bone location to place the effect (not used when attaching to socket)
 * @param RelativeRot (opt) - offset from bone rotation to place the effect (not used when attaching to socket)
 * @return the ParticleSystemComponent the effect will use
 */
function ParticleSystemComponent SpawnEmitterMeshAttachment( ParticleSystem EmitterTemplate, SkeletalMeshComponent Mesh, name AttachPointName,
								optional bool bAttachToSocket, optional vector RelativeLoc, optional rotator RelativeRot )
{
	local ParticleSystemComponent Result;

	Result = GetPooledComponent(EmitterTemplate, TRUE);
	Result.SetAbsolute(false, false);
	Result.OnSystemFinished = OnParticleSystemFinished;
	if (bAttachToSocket)
	{
		Mesh.AttachComponentToSocket(Result, AttachPointName);
	}
	else
	{
		Mesh.AttachComponent(Result, AttachPointName, RelativeLoc, RelativeRot);
	}
	return Result;
}

/** spawns a pooled component that has a custom lifetime (controlled by the caller)
 * the caller is responsible for attaching/detaching the component
 * as well as calling our OnParticleSystemFinished() function when it is done with the component
 * the pool may take the component back early - if it does, it will trigger the component's OnSystemFinished delegate
 * so the caller can guarantee that it will be triggered
 * @param EmitterTemplate - particle system to create
 * @param bSkipAutoActivate - if TRUE, do not autoactivate the component when retrieving it from the pool
 * @return the ParticleSystemComponent to use
 */
function ParticleSystemComponent SpawnEmitterCustomLifetime(ParticleSystem EmitterTemplate, optional bool bSkipAutoActivate)
{
	return GetPooledComponent(EmitterTemplate, !bSkipAutoActivate);
}

defaultproperties
{
	Begin Object Class=ParticleSystemComponent Name=ParticleSystemComponent0
 		AbsoluteTranslation=true
 		AbsoluteRotation=true
		SecondsBeforeInactive=0.0
	End Object
	PSCTemplate=ParticleSystemComponent0

	TickGroup=TG_DuringAsyncWork

	SMC_MIC_ReductionTime=2.5
	IdealStaticMeshComponents=250
	IdealMaterialInstanceConstants=250
}

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Class file time: to 6-1-2011 07:10:38.000 - Creation time: ti 22-3-2011 19:57:05.489 - Created with UnCodeX