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

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class StaticMeshComponent extends MeshComponent
native(Mesh)
noexport
hidecategories(Object)
dependson(LightmassPrimitiveSettingsObject)
editinlinenew;
/** If 0, auto-select LOD level. if >0, force to (ForcedLodModel-1). */
var() int ForcedLodModel;
var int PreviousLODLevel; // Previous LOD level
var() const StaticMesh StaticMesh;
var() Color WireframeColor;
/**
* Ignore this instance of this static mesh when calculating streaming information.
* This can be useful when doing things like applying character textures to static geometry,
* to avoid them using distance-based streaming.
*/
var() bool bIgnoreInstanceForTextureStreaming;
/** Deprecated. Replaced by 'bOverrideLightMapRes'. */
var deprecated const bool bOverrideLightMapResolution;
`if(`__TW_LIGHTING_MODIFICATIONS_)
/** Auto-generated lightmap resolution based on mesh bounds */
var() const editconst int LightMapRes;
`endif
/** Whether to override the lightmap resolution defined in the static mesh. */
var() const bool bOverrideLightMapRes;
/** Deprecated. Replaced by 'OverriddenLightMapRes'. */
var deprecated const int OverriddenLightMapResolution;
/** Light map resolution used if bOverrideLightMapRes is TRUE */
var() const int OverriddenLightMapRes;
`if(`__TW_PERSISTENT_SPLATTER_SYSTEM_)
/** Auto-generated splattermap resolution based on mesh bounds */
var(PersistentSplats) const editconst int SplatterMapRes;
/** Whether to override the auto-generated splattermap resolution */
var(PersistentSplats) const bool bOverrideSplatterMapRes;
/** Light map resolution used if bOverrideSplatterMapRes is TRUE */
var(PersistentSplats) const int OverriddenSplatterMapRes;
`endif
/** With the default value of 0, the LODMaxRange from the UStaticMesh will be used to control LOD transitions, otherwise this value overrides. */
var() float OverriddenLODMaxRange;
/**
* Allows adjusting the desired streaming distance of streaming textures that uses UV 0.
* 1.0 is the default, whereas a higher value makes the textures stream in sooner from far away.
* A lower value (0.0-1.0) makes the textures stream in later (you have to be closer).
*/
var() float StreamingDistanceMultiplier;
/** Subdivision step size for static vertex lighting. */
var const int SubDivisionStepSize;
/** Whether to use subdivisions or just the triangle's vertices. */
var const bool bUseSubDivisions;
/** if True then decals will always use the fast path and will be treated as static wrt this mesh */
var const transient bool bForceStaticDecals;
/** Whether or not we can highlight selected sections - this should really only be done in the editor */
var transient bool bCanHighlightSelectedSections;
/** Whether or not to use the optional simple lightmap modification texture */
var(MobileSettings) bool bUseSimpleLightmapModifications;
enum ELightmapModificationFunction
{
/** Lightmap.RGB * Modification.RGB */
MLMF_Modulate,
/** Lightmap.RGB * (Modification.RGB * Modification.A) */
MLMF_ModulateAlpha,
};
/** The texture to use when modifying the simple lightmap texture */
var(MobileSettings) editoronly texture SimpleLightmapModificationTexture <EditCondition=bUseSimpleLightmapModifications>;
/** The function to use when modifying the simple lightmap texture */
var(MobileSettings) ELightmapModificationFunction SimpleLightmapModificationFunction <EditCondition=bUseSimpleLightmapModifications>;
/** Never become dynamic, even if my mesh has bCanBecomeDynamic=true */
var(Physics) bool bNeverBecomeDynamic;
`if(`__TW_)
/** (Advanded) Overrides StaticMesh's 'IgnoreForVisibilityCollision' flag and respects RBCollideWithChannels. */
var(Collision) const bool bOverrideVisibilityCollision<DisplayName=ForceVisibilityCollision>;
`endif
var const array<Guid> IrrelevantLights;
/** Cached vertex information at the time the mesh was painted. */
struct PaintedVertex
{
var vector Position;
var packednormal Normal;
var color Color;
};
struct StaticMeshComponentLODInfo
{
var private const array<ShadowMap2D> ShadowMaps;
var private const array<Object> ShadowVertexBuffers;
var native private const pointer LightMap{FLightMap};
/** Vertex colors to use for this mesh LOD */
var private native const pointer OverrideVertexColors{FColorVertexBuffer_Mirror};
/** Vertex data cached at the time this LOD was painted, if any */
var private const array<PaintedVertex> PaintedVertices;
`if(`__TW_PERSISTENT_SPLATTER_SYSTEM_)
/** Splatter map data to use for this mesh LOD */
var private const TWSplatterMap2D SplatterMap;
`endif
};
/** Static mesh LOD data. Contains static lighting data along with instanced mesh vertex colors. */
var native serializetext private const array<StaticMeshComponentLODInfo> LODData;
/** Incremented any time the position of vertices from the source mesh change, used to determine if an update from the source static mesh is required */
var private const int VertexPositionVersionNumber;
/** The Lightmass settings for this object. */
var(Lightmass) LightmassPrimitiveSettings LightmassSettings <ScriptOrder=true>;
/** Change the StaticMesh used by this instance. */
simulated native function bool SetStaticMesh( StaticMesh NewMesh, optional bool bForce );
/** Disables physics collision between a specific pair of primitive components. */
simulated native function DisableRBCollisionWithSMC( PrimitiveComponent OtherSMC, bool bDisabled );
/**
* Changes the value of bForceStaticDecals.
* @param bInForceStaticDecals - The value to assign to bForceStaticDecals.
*/
native final function SetForceStaticDecals(bool bInForceStaticDecals);
/**
* @RETURNS true if this mesh can become dynamic
*/
native function bool CanBecomeDynamic();
defaultproperties
{
// Various physics related items need to be ticked pre physics update
TickGroup=TG_PreAsyncWork
CollideActors=True
BlockActors=True
BlockZeroExtent=True
BlockNonZeroExtent=True
BlockRigidBody=True
WireframeColor=(R=0,G=255,B=255,A=255)
bAcceptsStaticDecals=TRUE
bAcceptsDecals=TRUE
bOverrideLightMapResolution=TRUE
OverriddenLightMapResolution=0
bOverrideLightMapRes=FALSE
OverriddenLightMapRes=64
bUsePrecomputedShadows=FALSE
SubDivisionStepSize=32
bUseSubDivisions=TRUE
bForceStaticDecals=FALSE
bCanHighlightSelectedSections=false;
StreamingDistanceMultiplier=1.0
`if(`__TW_LIGHTING_MODIFICATIONS_)
// Defaults are needed for editor copy/paste to work correctly.
// Was causing a bug where moving SM actors between sublevels was resetting the lighting channels.
LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE)
`endif
`if(`__TW_PERSISTENT_SPLATTER_SYSTEM_)
bAllowPersistentSplatters=TRUE
`endif
`if(`__TW_LIGHTING_MODIFICATIONS_)
bAllowPreshadows=FALSE
`endif
}