210 lines
7.4 KiB
Ucode
210 lines
7.4 KiB
Ucode
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/*=============================================================================
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Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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=============================================================================*/
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Class Declaration
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class SpeedTreeComponent extends PrimitiveComponent
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native(SpeedTree)
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AutoExpandCategories(Collision,Rendering,Lighting)
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dependson(LightmassPrimitiveSettingsObject)
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hidecategories(Object)
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editinlinenew;
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/**
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* Enumerates the types of meshes in a SpeedTreeComponent.
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* Note: This is mirrored in Lightmass.
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*/
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enum ESpeedTreeMeshType
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{
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// Have to use a min that is one less than the real min,
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// Since we can't assign enums to other enums in UnrealScript
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STMT_MinMinusOne,
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STMT_Branches1,
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STMT_Branches2,
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STMT_Fronds,
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STMT_LeafCards,
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STMT_LeafMeshes,
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STMT_Billboards,
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STMT_Max
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};
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/** USpeedTree resource. */
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var(SpeedTree) const SpeedTree SpeedTree;
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// Flags
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/** Whether to draw leaf cards or not. */
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var(SpeedTree) bool bUseLeafCards;
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/** Whether to draw leaf meshes or not. */
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var(SpeedTree) bool bUseLeafMeshes;
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/** Whether to draw branches or not. */
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var(SpeedTree) bool bUseBranches;
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/** Whether to draw fronds or not. */
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var(SpeedTree) bool bUseFronds;
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/** Whether billboards are drawn at the lowest LOD or not. */
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var(SpeedTree) bool bUseBillboards;
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// LOD
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/** The distance for the most detailed tree. */
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var(SpeedTree) float Lod3DStart;
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/** The distance for the lowest detail tree. */
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var(SpeedTree) float Lod3DEnd;
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/** The distance for the most detailed tree. */
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var(SpeedTree) float LodBillboardStart;
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/** The distance for the lowest detail tree. */
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var(SpeedTree) float LodBillboardEnd;
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/** the tree will use this LOD level (0.0 - 1.0). If -1.0, the tree will calculate its LOD normally. */
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var(SpeedTree) float LodLevelOverride;
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// Material overrides
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/** Branch material. */
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var(SpeedTree) MaterialInterface Branch1Material;
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/** Cap material. */
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var(SpeedTree) MaterialInterface Branch2Material;
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/** Frond material. */
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var(SpeedTree) MaterialInterface FrondMaterial;
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/** Leaf card material. */
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var(SpeedTree) MaterialInterface LeafCardMaterial;
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/** Leaf mesh material. */
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var(SpeedTree) MaterialInterface LeafMeshMaterial;
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/** Billboard material. */
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var(SpeedTree) MaterialInterface BillboardMaterial;
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// Internal
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/** Icon texture. */
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var editoronly private Texture2D SpeedTreeIcon;
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/** The static lighting for a single light's affect on the component. */
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struct native SpeedTreeStaticLight
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{
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var private const Guid Guid;
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var private const ShadowMap1D BranchShadowMap;
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var private const ShadowMap1D FrondShadowMap;
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var private const ShadowMap1D LeafMeshShadowMap;
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var private const ShadowMap1D LeafCardShadowMap;
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var private const ShadowMap1D BillboardShadowMap;
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};
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/** Static lights array. */
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var private const array<SpeedTreeStaticLight> StaticLights;
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/** The component's branch light-map. */
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var native private const LightMapRef BranchLightMap;
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/** The component's frond light-map. */
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var native private const LightMapRef FrondLightMap;
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/** The component's leaf mesh light-map. */
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var native private const LightMapRef LeafMeshLightMap;
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/** The component's leaf card light-map. */
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var native private const LightMapRef LeafCardLightMap;
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/** The component's billboard light-map. */
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var native private const LightMapRef BillboardLightMap;
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/** The component's rotation matrix (for arbitrary rotations with wind) */
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var native private const Matrix RotationOnlyMatrix;
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/** The Lightmass settings for the entire speedtree. */
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var(Lightmass) LightmassPrimitiveSettings LightmassSettings <ScriptOrder=true>;
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/** Returns the component's material corresponding to MeshType if it is set, otherwise returns the USpeedTree's material. */
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native function MaterialInterface GetMaterial(ESpeedTreeMeshType MeshType) const;
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/** Sets the component's material override, and reattaches if necessary. */
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native function SetMaterial(ESpeedTreeMeshType MeshType, MaterialInterface Material);
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cpptext
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{
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// UPrimitiveComponent interface
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#if WITH_SPEEDTREE
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virtual void UpdateBounds();
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FPrimitiveSceneProxy* CreateSceneProxy();
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virtual void GetStaticLightingInfo(FStaticLightingPrimitiveInfo& OutPrimitiveInfo,const TArray<ULightComponent*>& InRelevantLights,const FLightingBuildOptions& Options);
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/**
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* Returns the light and shadow map memory for this primite in its out variables.
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*
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* Shadow map memory usage is per light whereof lightmap data is independent of number of lights, assuming at least one.
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*
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* @param [out] LightMapMemoryUsage Memory usage in bytes for light map (either texel or vertex) data
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* @param [out] ShadowMapMemoryUsage Memory usage in bytes for shadow map (either texel or vertex) data
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*/
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virtual void GetLightAndShadowMapMemoryUsage( INT& LightMapMemoryUsage, INT& ShadowMapMemoryUsage ) const;
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/**
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* Retrieves the materials used in this component
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*
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* @param OutMaterials The list of used materials.
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*/
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virtual void GetUsedMaterials( TArray<UMaterialInterface*>& OutMaterials ) const;
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/**
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* Requests whether the component will use texture, vertex or no lightmaps.
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*
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* @return ELightMapInteractionType The type of lightmap interaction the component will use.
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*/
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virtual ELightMapInteractionType GetStaticLightingType() const { return LMIT_Vertex; }
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virtual void InvalidateLightingCache();
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virtual void GetStreamingTextureInfo(TArray<FStreamingTexturePrimitiveInfo>& OutStreamingTextures) const;
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virtual UBOOL PointCheck(FCheckResult& cResult, const FVector& cLocation, const FVector& cExtent, DWORD dwTraceFlags);
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virtual UBOOL LineCheck(FCheckResult& cResult, const FVector& cEnd, const FVector& cStart, const FVector& cExtent, DWORD dwTraceFlags);
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#if WITH_NOVODEX
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virtual void InitComponentRBPhys(UBOOL bFixed);
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#endif
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#endif
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// UActorComponent interface
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virtual void SetParentToWorld(const FMatrix& ParentToWorld);
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virtual UBOOL IsValidComponent() const;
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// UComponent interface.
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virtual UBOOL AreNativePropertiesIdenticalTo(UComponent* Other) const;
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// UObject interface.
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virtual void Serialize(FArchive& Ar);
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virtual void PostLoad();
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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virtual void PostEditUndo();
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}
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Default Properties
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defaultproperties
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{
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bUseLeafCards = TRUE
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bUseLeafMeshes = TRUE
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bUseBranches = TRUE
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bUseFronds = TRUE
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bUseBillboards = TRUE
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Lod3DStart = 500.0f
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Lod3DEnd = 3000.0f
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LodBillboardStart = 3500.0f
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LodBillboardEnd = 4000.0f
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LodLevelOverride = 1.0f
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SpeedTreeIcon = Texture2D'EditorResources.SpeedTreeLogo'
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CollideActors = TRUE
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BlockActors = TRUE
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BlockRigidBody = TRUE
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BlockZeroExtent = TRUE
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BlockNonZeroExtent = TRUE
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bUseAsOccluder = TRUE
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CastShadow = TRUE
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bAcceptsLights = TRUE
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bUsePrecomputedShadows = TRUE
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}
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