107 lines
4.6 KiB
Ucode
107 lines
4.6 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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class PhysicsAsset extends Object
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hidecategories(Object)
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native(Physics);
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/**
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* Default skeletal mesh to use when previewing this PhysicsAsset etc.
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* Is the one that was used as the basis for creating this Asset.
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*/
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var const editoronly SkeletalMesh DefaultSkelMesh;
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/**
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* Array of RB_BodySetup objects. Stores information about collision shape etc. for each body.
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* Does not include body position - those are taken from mesh.
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*/
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var const instanced array<RB_BodySetup> BodySetup;
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/**
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* This caches the BodySetup Index by BodyName to speed up FindBodyIndex
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*/
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var native const Map_Mirror BodySetupIndexMap{TMap<FName, INT>};
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/** Index of bodies that are marked bConsiderForBounds */
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var const array<int> BoundsBodies;
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/**
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* Array of RB_ConstraintSetup objects.
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* Stores information about a joint between two bodies, such as position relative to each body, joint limits etc.
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*/
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var const instanced array<RB_ConstraintSetup> ConstraintSetup;
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/** Default per-instance paramters for this PhysicsAsset. */
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var const instanced PhysicsAssetInstance DefaultInstance;
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cpptext
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{
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// UObject interface
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virtual void PostLoad();
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/**
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* Returns a one line description of an object for viewing in the thumbnail view of the generic browser
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*/
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virtual FString GetDesc();
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/**
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* Returns detailed info to populate listview columns
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*/
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virtual FString GetDetailedDescription( INT InIndex );
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// Creates a Physics Asset using the supplied Skeletal Mesh as a starting point.
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UBOOL CreateFromSkeletalMesh( class USkeletalMesh* skelMesh, FPhysAssetCreateParams& Params );
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static void CreateCollisionFromBone( URB_BodySetup* bs, class USkeletalMesh* skelMesh, INT BoneIndex, FPhysAssetCreateParams& Params, TArray<struct FBoneVertInfo>& Infos );
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INT FindControllingBodyIndex(class USkeletalMesh* skelMesh, INT BoneIndex);
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INT FindConstraintIndex(FName ConstraintName);
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FName FindConstraintBoneName(INT ConstraintIndex);
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/** Utility for getting indices of all bodies below (and including) the one with the supplied name. */
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void GetBodyIndicesBelow(TArray<INT>& OutBodyIndices, FName InBoneName, USkeletalMesh* InSkelMesh);
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FBox CalcAABB(class USkeletalMeshComponent* SkelComp);
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#if __TW_HITZONE_DETECTION_
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UBOOL LineCheck(FCheckResult& Result, class USkeletalMeshComponent* SkelComp, const FVector& Start, const FVector& End, const FVector& Extent, UBOOL bOnlyPerPolyShapes, DWORD TraceFlags=0);
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FCheckResult* LineCheckAllInteractions( FMemStack& Mem, class USkeletalMeshComponent* SkelComp, const FVector& Start, const FVector& End, const FVector& Extent, UBOOL bPerPolyShapes, DWORD TraceFlags=0);
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#else
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UBOOL LineCheck(FCheckResult& Result, class USkeletalMeshComponent* SkelComp, const FVector& Start, const FVector& End, const FVector& Extent, UBOOL bOnlyPerPolyShapes);
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FCheckResult* LineCheckAllInteractions( FMemStack& Mem, class USkeletalMeshComponent* SkelComp, const FVector& Start, const FVector& End, const FVector& Extent, UBOOL bPerPolyShapes );
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#endif // __TW_HITZONE_DETECTION_
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UBOOL PointCheck(FCheckResult& Result, class USkeletalMeshComponent* SkelComp, const FVector& Location, const FVector& Extent);
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void UpdateMassProps();
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// For PhAT only really...
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INT CreateNewBody(FName InBodyName);
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void DestroyBody(INT BodyIndex);
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INT CreateNewConstraint(FName InConstraintName, URB_ConstraintSetup* InConstraintSetup = NULL);
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void DestroyConstraint(INT ConstraintIndex);
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void BodyFindConstraints(INT BodyIndex, TArray<INT>& Constraints);
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void ClearShapeCaches();
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void UpdateBodyIndices();
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void WeldBodies(INT BaseBodyIndex, INT AddBodyIndex, USkeletalMeshComponent* SkelComp);
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void DrawCollision(class FPrimitiveDrawInterface* PDI, const USkeletalMesh* SkelMesh, const TArray<FBoneAtom>& SpaceBases, const FMatrix& LocalToWorld, FLOAT Scale);
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void DrawConstraints(class FPrimitiveDrawInterface* PDI, const USkeletalMesh* SkelMesh, const TArray<FBoneAtom>& SpaceBases, const FMatrix& LocalToWorld, FLOAT Scale);
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#if __TW_HITZONE_DETECTION_
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void DrawHitZones(class FPrimitiveDrawInterface* PDI, const USkeletalMesh* SkelMesh, const TArray<FBoneAtom>& SpaceBases, const FMatrix& LocalToWorld, FLOAT Scale);
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#endif
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void FixOuters();
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/** Update the BoundsBodies array and cache the indices of bodies marked with bConsiderForBounds to BoundsBodies array. */
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void UpdateBoundsBodiesArray();
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/** Update the BodySetup Array Index Map. */
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void UpdateBodySetupIndexMap();
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}
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native final function INT FindBodyIndex(Name BodyName);
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