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/** * base class for gibs * * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ class UTGib extends Actor config(Game) notplaceable abstract; /** Our LightEnvironment **/ var DynamicLightEnvironmentComponent GibLightEnvironment; /** sound played when we hit a wall */ var SoundCue HitSound; /** the component that will be set to the chosen mesh */ var MeshComponent GibMeshComp; /** This is the MIC to use for the gib **/ var MaterialInstanceConstant MIC_Gib; /** This is the MI to use for the decal that this gib may spawn **/ var MaterialInstance MI_Decal; /** This is the template/parent to use for the decal which will be spawned **/ var protected MaterialInstanceTimeVarying MITV_DecalTemplate; /** This is the MITV dissolve param for the decal **/ var name DecalDissolveParamName; /** How long before the Decal should start dissolving **/ var float DecalWaitTimeBeforeDissolve; /** This is the template/parent to use for the GibMesh which will be spawned **/ var protected MaterialInstanceTimeVarying MITV_GibMeshTemplate; /** * This is the template/parent to use for the GibMesh which will be spawned. * Some of our gibs types have two different materials/packages used so we need to mark which ones need to use the secondary MITV template **/ var protected MaterialInstanceTimeVarying MITV_GibMeshTemplateSecondary; /** This is the MITV dissolve param for the GibMesh **/ var protected name GibMeshDissolveParamName; /** How long before the GibMesh should start dissolving **/ var protected float GibMeshWaitTimeBeforeDissolve; /** PSC for the GibEffect (e.g. for the link gun we play a little lightning) **/ var ParticleSystemComponent PSC_GibEffect; /** The ParticleSystem or the Custom Gib Effect (if any) **/ var ParticleSystem PS_CustomEffect; var globalconfig bool bUseUnrealPhysics; struct StaticMeshDatum { var StaticMesh TheStaticMesh; var SkeletalMesh TheSkelMesh; var PhysicsAsset ThePhysAsset; /** Different gibs can all have different scales based on where the asset came from**/ var float DrawScale; /** Some of our gibs types have two different materials/packages used so we need to mark which ones need to use the secondary MITV template **/ var bool bUseSecondaryGibMeshMITV; structdefaultproperties { DrawScale=1.0 } }; /** list of generic gib meshes from which one will be chosen at random */ var array<StaticMeshDatum> GibMeshesData; /** Used when is acting as viewtarget */ var vector OldCamLoc; var rotator OldCamRot; var bool bStopMovingCamera; simulated event PreBeginPlay() { Super.PreBeginPlay(); ChooseGib(); } /** * This will force the gib material to stay streamed in and not be affected by distance based streaming * which often seems to be causing pops. * * @paran TimeToBeResident num seconds to be resident **/ simulated function SetTexturesToBeResident( float TimeToBeResident ) { local int MatIdx; for( MatIdx = 0; MatIdx < GibMeshComp.Materials.Length; ++MatIdx ) { GibMeshComp.Materials[MatIdx].SetForceMipLevelsToBeResident( false, false, TimeToBeResident ); } } /** * @param HUD - HUD with canvas to draw on * @input out_YL - Height of the current font * @input out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line. */ simulated function DisplayDebug(HUD HUD, out float out_YL, out float out_YPos) { if ( SkeletalMeshComponent(GibMeshComp) != None ) HUD.Canvas.DrawText("Mesh "$SkeletalMeshComponent(GibMeshComp).SkeletalMesh, false); else HUD.Canvas.DrawText("Mesh "$StaticMeshComponent(GibMeshComp).StaticMesh, false); out_YPos += out_YL; HUD.Canvas.SetPos(4,out_YPos); super.DisplayDebug(HUD, out_YL, out_YPos); } /** * This will set the StaticMeshComponent's StaticMesh. Useful for spawning a UTGib and then setting the value (e.g. the vehicle gibs) **/ simulated function SetGibStaticMesh( StaticMesh NewStaticMesh ) { local StaticMeshComponent SMC; GibMeshComp = new(self) class'UTGibStaticMeshComponent'; CollisionComponent = GibMeshComp; SMC = StaticMeshComponent(GibMeshComp); AttachComponent(GibMeshComp); // Need to attach before calling SetStaticMesh, so component is in right place before creating physics SMC.SetStaticMesh( NewStaticMesh ); SMC.SetLightEnvironment( GibLightEnvironment ); } /** This will choose between the two types of gib meshes that we can have. **/ simulated function ChooseGib() { local StaticMeshDatum SMD; local StaticMeshComponent SMC; local SkeletalMeshComponent SKMC; local int StartIndex, Index; local MaterialInstanceTimeVarying GibMaterialInstance; local CylinderComponent MyCylinder; if (GibMeshesData.length > 0) { Index = Rand(GibMeshesData.length); // don't allow skeletal gibs if low detail if ( bUseUnrealPhysics || WorldInfo.bDropDetail || WorldInfo.GetDetailMode() == DM_Low || class'Engine'.static.IsSplitScreen() ) { StartIndex = Index; while (GibMeshesData[Index].ThePhysAsset != None) { Index++; if (Index >= GibMeshesData.length) { Index = 0; } if (Index == StartIndex) { Destroy(); return; } } } SMD = GibMeshesData[Index]; // do the static mesh version of the gib if( SMD.ThePhysAsset == NONE ) { GibMeshComp = new(self) class'UTGibStaticMeshComponent'; if ( bUseUnrealPhysics ) { MyCylinder = new(self) class'CylinderComponent'; CollisionComponent = MyCylinder; MyCylinder.SetCylinderSize(5.0, 5.0); MyCylinder.SetTraceBlocking(true, false); MyCylinder.SetActorCollision(true, false, false); SetPhysics(PHYS_Falling); bCollideWorld = true; bBounce = true; AttachComponent(MyCylinder); } else { CollisionComponent = GibMeshComp; } SMC = StaticMeshComponent(GibMeshComp); SMC.SetScale(SMD.DrawScale); AttachComponent(GibMeshComp); // Need to attach before calling SetStaticMesh, so component is in right place before creating physics SMC.SetStaticMesh( SMD.TheStaticMesh ); } // do the skeletal mesh version of the gib else { GibMeshComp = new(self) class'UTGibSkeletalMeshComponent'; CollisionComponent = GibMeshComp; SKMC = SkeletalMeshComponent(GibMeshComp); SKMC.SetSkeletalMesh( SMD.TheSkelMesh ); SKMC.SetPhysicsAsset( SMD.ThePhysAsset ); SKMC.SetScale(SMD.DrawScale); AttachComponent(GibMeshComp); SKMC.SetHasPhysicsAssetInstance( TRUE ); // this need to comes after the AttachComponent so component is in right place. } GibMeshComp.SetLightEnvironment( GibLightEnvironment ); DoCustomGibEffects(); if (!WorldInfo.IsConsoleBuild(CONSOLE_Mobile)) { // this is going to set up the MITV so we can have the gibs burn out nicely GibMaterialInstance = new(self) class'MaterialInstanceTimeVarying'; if( SMD.bUseSecondaryGibMeshMITV == FALSE ) { GibMaterialInstance.SetParent( MITV_GibMeshTemplate ); } else { GibMaterialInstance.SetParent( MITV_GibMeshTemplateSecondary ); } GibMeshComp.SetMaterial( 0, GibMaterialInstance ); GibMaterialInstance.SetScalarStartTime( GibMeshDissolveParamName, (GibMeshWaitTimeBeforeDissolve-(FRand()*1.0f))); } } else { //`warn( "Unable to find mesh for: " $ self ); //ScriptTrace(); Destroy(); } } /** This will do any custom gib effects for this gib. (e.g. robots have a sparkie that plays!) **/ simulated function DoCustomGibEffects(); function Timer() { local PlayerController PC; ForEach LocalPlayerControllers(class'PlayerController', PC) { if( PC.ViewTarget == self ) { SetTimer( 4.0, FALSE ); return; } } Destroy(); } event BecomeViewTarget( PlayerController PC ) { SetHidden( TRUE ); LifeSpan = 0; SetTimer( 4.0, FALSE ); } /** * Calculate camera view point, when viewing this actor. * * @param fDeltaTime delta time seconds since last update * @param out_CamLoc Camera Location * @param out_CamRot Camera Rotation * @param out_FOV Field of View * * @return true if Actor should provide the camera point of view. */ simulated function bool CalcCamera( float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV ) { local actor HitActor; local vector HitNormal, HitLocation; local int InYaw; if( Physics != PHYS_None ) { if ( bStopMovingCamera ) { OldCamRot.Roll = OldCamRot.Roll & 65535; if ( (OldCamRot.Roll < 8192) || (OldCamRot.Roll > 57343) ) { out_CamRot = Rotation; out_CamRot.Pitch = 0; OldCamRot = out_CamRot; } else { InYaw = out_CamRot.Yaw; out_CamRot = OldCamRot; out_CamRot.Yaw = InYaw; } } else { out_CamRot = Rotation; out_CamRot.Pitch = 0; OldCamRot = out_CamRot; } } out_CamLoc = Location; if ( OldCamLoc != vect(0,0,0) ) { HitActor = trace(HitLocation, HitNormal, Location, OldCamLoc, false, vect(14,14,14)); if ( HitActor != None ) { out_CamLoc = HitLocation; bStopMovingCamera = (HitNormal.Z > 0.7); } } OldCamLoc = out_CamLoc; return false; } simulated event RigidBodyCollision( PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out CollisionImpactData RigidCollisionData, int ContactIndex ) { // don't spawn a decal unless we have more than likely hit something other than the orig pawn or other Gibs if( (WorldInfo.TimeSeconds - CreationTime ) > 0.4 ) { // once we hit one thing don't fire off anymore hits if( GibMeshComp != none ) { GibMeshComp.SetNotifyRigidBodyCollision( FALSE ); } if ( EffectIsRelevant(Location, false, 4000.0) ) { PlaySound( HitSound, TRUE ); LeaveADecal( Location, Normal(Velocity) ); } } } /** Data provided by the derived classes to do their specific form of decal leaving (e.g. blood for bodies, green goop for aliens, etc.) **/ simulated function LeaveADecal( vector HitLoc, vector HitNorm ) { local Actor TraceActor; local vector out_HitLocation; local vector out_HitNormal; local vector TraceDest; local vector TraceStart; local vector TraceExtent; local TraceHitInfo HitInfo; // this code is mostly duplicated in: UTGib, UTProjectile, UTVehicle, UTWeaponAttachment be aware when updating // see if our child class provided a template to spawn if( MITV_DecalTemplate != none ) { // these should be randomized TraceStart = HitLoc + ( -HitNorm * 15 ); TraceDest = HitLoc + ( HitNorm * 15 ); //DrawDebugLine( TraceStart, TraceDest, 255,255,255, TRUE ); TraceActor = Trace( out_HitLocation, out_HitNormal, TraceDest, TraceStart, false, TraceExtent, HitInfo, TRACEFLAG_PhysicsVolumes ); if( TraceActor != None ) { MI_Decal = new(self) class'MaterialInstanceTimeVarying'; MI_Decal.SetParent( MITV_DecalTemplate ); WorldInfo.MyDecalManager.SpawnDecal(MI_Decal, out_HitLocation, rotator(-out_HitNormal), 200, 200, 10, false,, HitInfo.HitComponent, true, false, HitInfo.BoneName, HitInfo.Item, HitInfo.LevelIndex); MaterialInstanceTimeVarying(MI_Decal).SetScalarStartTime( DecalDissolveParamName, DecalWaitTimeBeforeDissolve ); } } } simulated function TurnOnCollision() { //`log( "COLLIDING ON: " $ self ); //GibMeshComp.SetActorCollision( TRUE, FALSE ); GibMeshComp.SetBlockRigidBody( TRUE ); GibMeshComp.SetRBCollidesWithChannel( RBCC_Default, TRUE ); GibMeshComp.SetRBCollidesWithChannel( RBCC_Pawn, TRUE ); GibMeshComp.SetRBCollidesWithChannel( RBCC_Vehicle, TRUE ); GibMeshComp.SetRBCollidesWithChannel( RBCC_GameplayPhysics, TRUE ); GibMeshComp.SetRBCollidesWithChannel( RBCC_EffectPhysics, TRUE ); DetachComponent(GibMeshComp); AttachComponent(GibMeshComp); GibMeshComp.WakeRigidBody(); } //=================================================== // SUPPORT FOR GIBS USING UNREAL PHYSICS event Landed(vector HitNormal, Actor FloorActor) { HitWall(HitNormal, FloorActor, None); } event HitWall(vector HitNormal, Actor Wall, PrimitiveComponent WallComp) { local float Speed; Velocity = Velocity - 2 * (Velocity dot HitNormal) * HitNormal; if ( LifeSpan < Default.LifeSpan - 0.3 ) { Velocity *= 0.5; } Speed = VSize(Velocity); if( (WorldInfo.TimeSeconds - CreationTime ) > 0.4 ) { if ( EffectIsRelevant(Location, false, 4000.0) ) { PlaySound( HitSound, TRUE ); LeaveADecal( Location, Normal(Velocity) ); } } if ( (HitNormal.Z > 0.7) && (Speed < 20) ) { bBounce = false; SetPhysics(PHYS_None); } } defaultproperties { // each gib has their own LightEnvironment as they can travel pretty far through disparate lighting variations Begin Object Class=DynamicLightEnvironmentComponent Name=GibLightEnvironmentComp bCastShadows=FALSE bDynamic=TRUE // we might want to change this to FALSE as it should be good to grab the light where the spawning occurs AmbientGlow=(R=0.5,G=0.5,B=0.5) AmbientShadowColor=(R=0.3,G=0.3,B=0.3) End Object GibLightEnvironment=GibLightEnvironmentComp Components.Add(GibLightEnvironmentComp) TickGroup=TG_PostAsyncWork RemoteRole=ROLE_None Physics=PHYS_RigidBody bNoEncroachCheck=true bDestroyedByInterpActor=TRUE bCollideActors=true bBlockActors=false bWorldGeometry=false bCollideWorld=FALSE // we want the gib to use the rigidbody collision. Setting this to TRUE means that unreal physics will try to control bProjTarget=true LifeSpan=10.0 bGameRelevant=true DecalDissolveParamName="DissolveAmount" DecalWaitTimeBeforeDissolve=20.0f //Which ramps from 0 (fully opaque) to 9.9 (fully burnt out) over the time we want the gib to fade out. GibMeshDissolveParamName="BurnTime" GibMeshWaitTimeBeforeDissolve=8.0f } |
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