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/** * 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' } |
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