80 lines
2.9 KiB
Ucode
80 lines
2.9 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class MeshComponent extends PrimitiveComponent
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native(Mesh)
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noexport
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abstract;
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/** Per-Component material overrides. These must NOT be set directly or a race condition can occur between GC and the rendering thread. */
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var(Rendering) const array<MaterialInterface> Materials;
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/**
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* @param ElementIndex - The element to access the material of.
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* @return the material used by the indexed element of this mesh.
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*/
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native function MaterialInterface GetMaterial(int ElementIndex);
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/**
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* Changes the material applied to an element of the mesh.
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* @param ElementIndex - The element to access the material of.
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* @return the material used by the indexed element of this mesh.
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*/
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native virtual function SetMaterial(int ElementIndex, MaterialInterface Material);
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/** @return The total number of elements in the mesh. */
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native function int GetNumElements();
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/**
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* Tell the streaming system to start loading all textures with all mip-levels.
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* @param Seconds Number of seconds to force all mip-levels to be resident
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* @param bPrioritizeCharacterTextures Whether character textures should be prioritized for a while by the streaming system
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* @param CinematicTextureGroups Bitfield indicating which texture groups that use extra high-resolution mips
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*/
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native final function PrestreamTextures( float Seconds, bool bPrioritizeCharacterTextures, optional int CinematicTextureGroups = 0 );
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/**
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* Creates a material instance for the specified element index. The parent of the instance is set to the material being replaced.
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* @param ElementIndex - The index of the skin to replace the material for.
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*/
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function MaterialInstanceConstant CreateAndSetMaterialInstanceConstant(int ElementIndex)
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{
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local MaterialInstanceConstant Instance;
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// Create the material instance.
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Instance = new(self) class'MaterialInstanceConstant';
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Instance.SetParent(GetMaterial(ElementIndex));
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// Assign it to the given mesh element.
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// This MUST be done after setting the parent; otherwise the component will use the default material in place of the invalid material instance.
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SetMaterial(ElementIndex,Instance);
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return Instance;
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}
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/**
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* Creates a material instance for the specified element index. The parent of the instance is set to the material being replaced.
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* @param ElementIndex - The index of the skin to replace the material for.
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*/
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function MaterialInstanceTimeVarying CreateAndSetMaterialInstanceTimeVarying(int ElementIndex)
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{
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local MaterialInstanceTimeVarying Instance;
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// Create the material instance.
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Instance = new(self) class'MaterialInstanceTimeVarying';
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Instance.SetParent(GetMaterial(ElementIndex));
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// Assign it to the given mesh element.
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SetMaterial(ElementIndex,Instance);
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return Instance;
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}
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defaultproperties
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{
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CastShadow=TRUE
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bAcceptsLights=TRUE
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bUseAsOccluder=TRUE
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}
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