Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Engine.DecalComponent


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
00118
00119
00120
00121
00122
00123
00124
00125
00126
00127
00128
00129
00130
00131
00132
00133
00134
00135
00136
00137
00138
00139
00140
00141
00142
00143
00144
00145
00146
00147
00148
00149
00150
00151
00152
00153
00154
00155
00156
00157
00158
00159
00160
00161
00162
00163
00164
00165
00166
00167
00168
00169
00170
00171
00172
00173
00174
00175
00176
00177
00178
00179
00180
00181
00182
00183
00184
00185
00186
00187
00188
00189
00190
00191
00192
00193
00194
00195
00196
00197
00198
00199
00200
00201
00202
00203
00204
00205
00206
00207
00208
00209
00210
00211
00212
00213
00214
00215
00216
00217
00218
00219
00220
00221
00222
00223
00224
00225
00226
00227
00228
00229
00230
00231
00232
00233
00234
00235
00236
00237
00238
00239
00240
00241
00242
00243
00244
00245
00246
00247
00248
00249
00250
00251
00252
00253
00254
00255
00256
00257
00258
00259
00260
00261
00262
00263
00264
00265
00266
00267
00268
00269
00270
00271
00272
00273
00274
00275
00276
00277
00278
00279
00280
00281
00282
00283
00284
00285
/**
 * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
 */

class DecalComponent extends PrimitiveComponent
	native(Decal)
	editinlinenew
	hidecategories(Collision,Object,Physics,PrimitiveComponent);

/** Decal material. */
var(Decal) MaterialInterface	DecalMaterial;

/** Decal world space width. */
var(Decal) float Width;

/** Decal world space height. */
var(Decal) float Height;

/** Decal tiling along the tangent. */
var(Decal) float TileX;

/** Decal tiling along the binormal. */
var(Decal) float TileY;

/** Decal offset along the tangent. */
var(Decal) float OffsetX;

/** Decal offset along the binormal. */
var(Decal) float OffsetY;

/** Decal in-plane rotation, in degrees. */
var(Decal) float DecalRotation;

/** Decal world space depth. */
var(Decal) float Thickness;

/** Horizontal field of view. */
var float FieldOfView;

/** Near plane clip distance. */
var(Decal) float NearPlane;

/** Far plane clip distance. */
var(Decal) float FarPlane;

/** Decal's frustum location, set in code or copied from DecalActor in UnrealEd. */
var vector		Location;

/** Decal's frustum orientation, set in code or copied from DecalActor in UnrealEd. */
var rotator		Orientation;

/** Decal's impact location, as computed by eg weapon trace. */
var vector		HitLocation;

/** Decal's impact normal, as computed by eg weapon trace.*/
var vector		HitNormal;

/** Decal's impact tangent, as computed by eg weapon trace.*/
var vector		HitTangent;

/** Decal's impact binormal, as computed by eg weapon trace.*/
var vector		HitBinormal;

/**
 * If FALSE (the default), use precise clipping to compute the decal geometry.
 * If TRUE, decal geometry generation is faster, but the decal material will have
 * to use clamped texture coordinates.
 */
var(Decal) bool bNoClip;

/**
 * TRUE for decals created in the editor, FALSE for decals created at runtime.
 */
var const bool bStaticDecal;

/**
 * If non-NULL, consider HitComponent only when computing receivers.
 */
var transient PrimitiveComponent HitComponent;

/**
 * The name of hit bone.
 */
var transient name HitBone;

/** If not -1, specifies the index of the BSP node that was hit. */
var transient int HitNodeIndex;

/** If not -1, specifies the level into the world's level array of the BSP node that was hit. */
var transient int HitLevelIndex;

/** Used to pass information of which BSP nodes where hit */
var private const transient array<int> HitNodeIndices;

/**
 * A decal receiver and its associated render data.
 */
struct native DecalReceiver
{
	var const PrimitiveComponent Component;
	var native const pointer RenderData{class FDecalRenderData};
};

/** List of receivers to which this decal is attached. */
var private noimport duplicatetransient const array<DecalReceiver> DecalReceivers;

/** List of receivers for static decals.  Empty if the decal has bStaticDecal=FALSE.*/
var native private noimport transient duplicatetransient const array<pointer> StaticReceivers{class FStaticReceiverData};

/** Command fence used to shut down properly. */
var native const transient duplicatetransient pointer		ReleaseResourcesFence{FRenderCommandFence};

/** Ortho planes. */
var private transient array<Plane> Planes;

var(DecalRender) float DepthBias;
var(DecalRender) float SlopeScaleDepthBias;

/** Controls the order in which decal elements are rendered.  Higher values draw later (on top). */
var(DecalRender) int	SortOrder;

/** Dot product of the minimum angle that surfaces can make with the decal normal to be considered backfacing. */
var(DecalRender) float	BackfaceAngle;

/**
 * Specifies how the decal application filter should be interpreted.
 */
enum EFilterMode
{
	/** Filter is ignored. */
	FM_None,
	/** Filter specifies list of components to ignore. */
	FM_Ignore,
	/** Filter specifies list of components to affect.*/
	FM_Affect
};

/** Currect filter application mode. */
var(DecalFilter) EFilterMode	FilterMode;

/** Component filter. */
var(DecalFilter) array<Actor>	Filter;

/** @hack: Gears hack to avoid an octree look-up for level-placed decals. To be replaced with receiver serialization after ship.*/
var(DecalFilter) array<PrimitiveComponent>	ReceiverImages;

/** If FALSE (the default), don't project decal onto back-facing polygons. */
var(DecalFilter) bool bProjectOnBackfaces;

/** If FALSE (the default), don't project decal onto hidden receivers. */
var(DecalFilter) bool bProjectOnHidden;

/** If FALSE, don't project decal onto BSP. */
var(DecalFilter) bool bProjectOnBSP;

/** If FALSE, don't project decal onto static meshes. */
var(DecalFilter) bool bProjectOnStaticMeshes;

/** If FALSE, don't project decal onto skeletal meshes. */
var(DecalFilter) bool bProjectOnSkeletalMeshes;

/** If FALSE, don't project decal onto terrain. */
var(DecalFilter) bool bProjectOnTerrain;

/** If TRUE, invert the direction considered to be backfacing receiver triangles.  Set e.g. when decal actors are mirrored. */
var bool bFlipBackfaceDirection;

/** detaches the component and resets the component's properties to the values of its template */
native final function ResetToDefaults();

// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)

defaultproperties
{
   Width=200.000000
   Height=200.000000
   TileX=1.000000
   TileY=1.000000
   Thickness=10.000000
   FieldOfView=80.000000
   FarPlane=300.000000
   bProjectOnBSP=True
   bProjectOnStaticMeshes=True
   bProjectOnSkeletalMeshes=True
   bProjectOnTerrain=True
   DepthBias=-0.000020
   BackfaceAngle=0.001000
   bCastDynamicShadow=False
   bAcceptsDynamicLights=False
   Name="Default__DecalComponent"
   ObjectArchetype=PrimitiveComponent'Engine.Default__PrimitiveComponent'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: tr 31-1-2018 17:18:00.000 - Creation time: sk 18-3-2018 10:01:06.880 - Created with UnCodeX