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KF2-Dev-Scripts/Engine/Classes/BrushComponent.uc

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class BrushComponent extends PrimitiveComponent
native
// removed noexport
collapsecategories
dependson(KMeshProps)
editinlinenew;
var const Model Brush;
// made class non-noexport (instead of simply mirroring FKCachedConvexData, actually expose it to script)
struct native KCachedConvexDataElement
{
/** Cooked data stream for physics engine for one convex hull. */
var native init array<byte> ConvexElementData;
var native transient pointer ConvexMesh{class PxConvexMesh};
/** Caches the size of the convex hull byte buffer because the array is emptied when the mesh is actually instantiated */
var native int ConvexMeshDataSize;
structcpptext
{
FKCachedConvexDataElement()
: ConvexMesh(NULL),
ConvexMeshDataSize(0)
{}
friend FArchive& operator<<( FArchive& Ar, FKCachedConvexDataElement& S )
{
S.ConvexElementData.BulkSerialize(Ar);
if ( Ar.Ver() >= VER_PHYSX_3 )
{
if ( 1 ) //!GIsCookingForFinalRelease || !Ar.IsSaving() )
{
Ar << S.ConvexMeshDataSize;
//LOC_MOD
//check( !Ar.IsLoading() || S.ConvexMeshDataSize == S.ConvexElementData.Num() );
}
}
else if ( Ar.IsLoading() )
{
S.ConvexMeshDataSize = S.ConvexElementData.Num();
}
return Ar;
}
}
};
/** Intermediate cooked data from the physics engine for a collection of convex hulls. */
struct native KCachedConvexData
{
/** Array of cooked physics data - one element for each convex hull.*/
var native init array<KCachedConvexDataElement> CachedConvexElements;
structcpptext
{
friend FArchive& operator<<( FArchive& Ar, FKCachedConvexData& S )
{
Ar << S.CachedConvexElements;
return Ar;
}
}
};
/** Simplified collision data for the mesh. */
var KMeshProps.KAggregateGeom BrushAggGeom;
/** Cached brush convex-mesh data for use with the physics engine. */
var native private const transient noimport KCachedConvexData CachedPhysBrushData;
/**
* Indicates version that CachedPhysBrushData was created at.
* Compared against CurrentCachedPhysDataVersion.
*/
var private const int CachedPhysBrushDataVersion;
/**
* Normally a blocking volume is considered 'pure simplified collision', so when tracing for complex collision, never collide
* This flag overrides that behaviour
*/
var() bool bBlockComplexCollisionTrace;
// made non-noexport (added cpptext here)
cpptext
{
// UObject interface.
virtual void Serialize( FArchive& Ar );
virtual void PreSave();
virtual void FinishDestroy();
// UPrimitiveComponent interface.
/**
* Creates a proxy to represent the primitive to the scene manager in the rendering thread.
* @return The proxy object.
*/
virtual FPrimitiveSceneProxy* CreateSceneProxy();
virtual void InitComponentRBPhys(UBOOL bFixed);
virtual UBOOL PointCheck(FCheckResult& Result,const FVector& Location,const FVector& Extent,DWORD TraceFlags);
virtual UBOOL LineCheck(FCheckResult& Result,const FVector& End,const FVector& Start,const FVector& Extent,DWORD TraceFlags);
virtual void UpdateBounds();
/**
* Retrieves the materials used in this component
*
* @param OutMaterials The list of used materials.
*/
virtual void GetUsedMaterials( TArray<UMaterialInterface*>& OutMaterials ) const;
virtual BYTE GetStaticDepthPriorityGroup() const;
// UBrushComponent interface.
virtual UBOOL IsValidComponent() const;
// UBrushComponent interface
#if WITH_EDITORONLY_DATA
/** Create the BrushAggGeom collection-of-convex-primitives from the Brush UModel data. */
void BuildSimpleBrushCollision();
/** Build cached convex data for physics engine. */
void BuildPhysBrushData();
#endif // WITH_EDITOR
void ClearPhysBrushData();
/*GJKResult*/ BYTE ClosestPointOnComponentToComponent(class UPrimitiveComponent*& OtherComponent,FVector& PointOnComponentA,FVector& PointOnComponentB);
virtual /*GJKResult*/ BYTE ClosestPointOnComponentInternal(IGJKHelper* ExtentHelper, FVector& OutPointA, FVector& OutPointB);
}
defaultproperties
{
HiddenGame=True
bAcceptsLights=false
AlwaysLoadOnClient=false
AlwaysLoadOnServer=false
bUseAsOccluder=TRUE
}