Created
October 14, 2018 08:53
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Unreal Engine 4 DistributionVectorUniformParam Particle Distribution
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#include "DistributionVectorUniformParam.h" | |
#include "Particles/ParticleSystemComponent.h" | |
UDistributionVectorUniformParam::UDistributionVectorUniformParam(const FObjectInitializer& ObjectInitializer) | |
: Super(ObjectInitializer) | |
{ | |
} | |
FVector UDistributionVectorUniformParam::GetValue(float F, UObject* Data, int32 Extreme, struct FRandomStream* InRandomStream) const | |
{ | |
FVector LocalMax = DefaultMax; | |
FVector LocalMin = DefaultMin; | |
FVector ParamMax; | |
bool bFoundParam = GetParamValue(Data, MaxParameterName, ParamMax); | |
if (bFoundParam) | |
{ | |
LocalMax = ParamMax; | |
} | |
FVector ParamMin; | |
bFoundParam = GetParamValue(Data, MinParameterName, ParamMin); | |
if (bFoundParam) | |
{ | |
LocalMin = ParamMin; | |
} | |
float fX = LocalMin.X + (LocalMax.X - LocalMin.X) * DIST_GET_RANDOM_VALUE(InRandomStream); | |
float fY = LocalMin.Y + (LocalMax.Y - LocalMin.Y) * DIST_GET_RANDOM_VALUE(InRandomStream); | |
float fZ = LocalMin.Z + (LocalMax.Z - LocalMin.Z) * DIST_GET_RANDOM_VALUE(InRandomStream); | |
return FVector(fX, fY, fZ); | |
} | |
bool UDistributionVectorUniformParam::GetParamValue(UObject* Data, FName ParamName, FVector& OutVector) const | |
{ | |
bool bFoundParam = false; | |
UParticleSystemComponent* ParticleComp = Cast<UParticleSystemComponent>(Data); | |
if (ParticleComp) | |
{ | |
bFoundParam = ParticleComp->GetAnyVectorParameter(ParamName, OutVector); | |
} | |
return bFoundParam; | |
} |
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#pragma once | |
#include "CoreMinimal.h" | |
#include "Distributions/DistributionVector.h" | |
#include "DistributionVectorUniformParam.generated.h" | |
UCLASS(collapsecategories, hidecategories = Object, editinlinenew) | |
class PROJECT_API UDistributionVectorUniformParam : public UDistributionVector | |
{ | |
GENERATED_UCLASS_BODY() | |
UPROPERTY(EditAnywhere) | |
FName MaxParameterName; | |
UPROPERTY(EditAnywhere) | |
FName MinParameterName; | |
UPROPERTY(EditAnywhere) | |
FVector DefaultMax; | |
UPROPERTY(EditAnywhere) | |
FVector DefaultMin; | |
virtual FVector GetValue(float F = 0.f, UObject* Data = NULL, int32 LastExtreme = 0, struct FRandomStream* InRandomStream = NULL) const override; | |
virtual bool CanBeBaked() const override { return false; } | |
virtual bool IsPostLoadThreadSafe() const override { return true; }; | |
public: | |
UDistributionVectorUniformParam(); | |
private: | |
bool GetParamValue(UObject* Data, FName ParamName, FVector& OutVector) const; | |
}; |
Okay, thank you anyway!
Erik, do you mind if we add this class to the Community Ocean Plugin (it's free and open source)?
https://github.com/UE4-OceanProject/OceanProject
I'd like to use it for controlling splash particles when the boat/ship interacts with the ocean.
@script526 of course, everyone is free to use it. Cool looking project, and especially nice that it's open source!
Thank you!
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To be honest I'm not sure, I always use blueprints for most of my code.