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

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class PBRuleNodeMesh extends PBRuleNodeBase
native(ProcBuilding)
collapsecategories
hidecategories(Object);
/** Stores all the options that can be applied to one section of a mesh */
struct native BuildingMatOverrides
{
/** Array of materials, one of which will be selected for a certain section */
var() array<MaterialInterface> MaterialOptions;
};
/** Information about one mesh used as part of the building construction */
struct native BuildingMeshInfo
{
/** Actual mesh to use */
var() StaticMesh Mesh;
/** Defined X length of mesh, when used in building */
var() float DimX;
/** Defined Z length of mesh, when used in building */
var() float DimZ;
/** Chance of this building mesh being picked */
var() float Chance;
/** Optional translation applied to to mesh */
var() DistributionVector Translation;
/** Optional rotation (in degrees) applied to to mesh */
var() DistributionVector Rotation;
/** If TRUE, the Translation specified is scaled by any scaling applied to the mesh */
var() bool bMeshScaleTranslation;
/** If TRUE, use OverriddenLightMapRes instead of resolution set on the mesh. */
var() bool bOverrideMeshLightMapRes;
/** Resolution to use for lighting on this mesh, if bOverrideMeshLightMapRes is TRUE. */
var() int OverriddenMeshLightMapRes;
/** DEPRECATED */
var array<MaterialInterface> MaterialOverrides;
/** Specifies options for overriding material on each section of the mesh */
var() array<BuildingMatOverrides> SectionOverrides;
structdefaultproperties
{
DimX=512.0
DimZ=512.0
Chance=1.0
OverriddenMeshLightMapRes=32
}
structcpptext
{
FBuildingMeshInfo() {}
FBuildingMeshInfo(EEventParm)
{
appMemzero(this, sizeof(FBuildingMeshInfo));
}
void InitToDefaults()
{
appMemzero(this, sizeof(FBuildingMeshInfo));
DimX=512.f;
DimZ=512.f;
Chance=1.f;
OverriddenMeshLightMapRes=32;
}
FBuildingMeshInfo(ENativeConstructor)
{
InitToDefaults();
}
/** Get a set of overrides, one for each section, by picking from each SectionOverrides struct. CAn be random, or first for each section */
TArray<UMaterialInterface*> GetMaterialOverrides(UBOOL bRandom) const;
}
};
/** Set of meshes to pick from. */
var() array<BuildingMeshInfo> BuildingMeshes;
/** Mesh to use if this scope if partially occluded. If a mesh is not specified, will just use one of the BuildingMeshes array. */
var() BuildingMeshInfo PartialOccludedBuildingMesh;
/** If TRUE, will test region is not occluded (or is partially occluded) before placing mesh. */
var() bool bDoOcclusionTest;
/** If TRUE, this mesh will block all, including players */
var() bool bBlockAll;
cpptext
{
virtual void PostLoad();
// PBRuleNodeBase interface
virtual void ProcessScope(FPBScope2D& InScope, INT TopLevelScopeIndex, AProcBuilding* BaseBuilding, AProcBuilding* ScopeBuilding, UStaticMeshComponent* LODParent);
// Editor
virtual FString GetRuleNodeTitle();
virtual FColor GetRuleNodeTitleColor();
/** Allows custom visualization drawing*/
virtual FIntPoint GetVisualizationSize(void);
/**
* Custom visualization that can be specified per node
*/
virtual void DrawVisualization(FLinkedObjectDrawHelper* InHelper, FViewport* Viewport, FCanvas* Canvas, const FIntPoint& InDrawPosition);
private:
/**
* Render function that retrieves the thumbnail from the mesh and draws it in the grid
*/
void DrawPreviewMesh (FLinkedObjectDrawHelper* InHelper, FViewport* Viewport, FCanvas* Canvas, const FBuildingMeshInfo& MeshInfo, const FIntPoint& InDrawPosition, const INT InRow, const INT InCol, const FColor& BorderColor);
// PBRuleNodeMesh
}
/** Util to pick a random building mesh from the BuildingMeshes array, using the Chance specified */
native function int PickRandomBuildingMesh();
defaultproperties
{
NextRules.Empty // leaf node
bDoOcclusionTest=TRUE
}