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

Engine.Terrain


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
00286
00287
00288
00289
00290
00291
00292
00293
00294
00295
00296
00297
00298
00299
00300
00301
00302
00303
00304
00305
00306
00307
00308
00309
00310
00311
00312
00313
00314
00315
00316
00317
00318
00319
00320
00321
00322
00323
00324
00325
00326
00327
00328
00329
00330
00331
00332
00333
00334
00335
00336
00337
00338
00339
00340
00341
00342
00343
00344
00345
00346
00347
00348
00349
00350
00351
00352
00353
00354
00355
00356
00357
00358
00359
00360
00361
00362
00363
00364
00365
00366
00367
00368
00369
00370
00371
00372
00373
00374
00375
00376
00377
00378
00379
00380
00381
00382
00383
00384
00385
00386
00387
00388
00389
00390
00391
00392
00393
00394
00395
00396
00397
00398
00399
00400
00401
00402
00403
00404
00405
00406
00407
00408
00409
00410
00411
00412
00413
00414
00415
00416
00417
00418
00419
00420
00421
00422
00423
00424
00425
00426
00427
00428
00429
00430
00431
00432
00433
00434
00435
00436
00437
00438
00439
00440
00441
00442
00443
00444
00445
00446
00447
00448
00449
00450
00451
00452
00453
00454
00455
00456
00457
00458
00459
00460
00461
00462
00463
00464
00465
00466
00467
00468
00469
00470
00471
00472
00473
00474
00475
00476
00477
00478
00479
00480
00481
00482
00483
00484
00485
00486
00487
00488
00489
00490
00491
00492
00493
00494
00495
00496
00497
00498
00499
00500
00501
00502
00503
00504
00505
00506
00507
00508
00509
00510
00511
00512
00513
00514
00515
00516
00517
00518
00519
00520
00521
00522
00523
00524
00525
00526
00527
00528
00529
00530
00531
00532
00533
00534
00535
00536
00537
00538
00539
00540
00541
00542
00543
00544
00545
00546
00547
00548
00549
00550
00551
00552
00553
00554
00555
00556
00557
00558
00559
00560
00561
00562
00563
00564
00565
00566
00567
00568
00569
00570
00571
00572
00573
00574
00575
00576
00577
00578
00579
00580
00581
00582
00583
00584
00585
00586
00587
00588
00589
00590
00591
00592
00593
00594
00595
00596
00597
00598
00599
00600
00601
00602
00603
00604
00605
00606
00607
00608
00609
00610
00611
00612
00613
00614
00615
00616
00617
00618
00619
00620
00621
00622
00623
00624
00625
00626
00627
00628
00629
00630
00631
00632
00633
00634
00635
00636
00637
00638
00639
00640
00641
00642
00643
00644
00645
00646
00647
00648
00649
00650
00651
00652
00653
00654
00655
00656
00657
00658
00659
00660
00661
00662
00663
00664
00665
00666
00667
00668
00669
00670
00671
00672
00673
00674
00675
00676
00677
00678
00679
00680
00681
00682
00683
00684
00685
00686
00687
00688
00689
00690
00691
00692
00693
00694
00695
00696
00697
00698
00699
00700
00701
00702
00703
00704
00705
00706
00707
00708
00709
00710
00711
00712
00713
00714
00715
00716
00717
00718
00719
00720
00721
00722
00723
00724
00725
00726
00727
00728
00729
00730
00731
00732
00733
00734
00735
00736
00737
00738
00739
00740
00741
00742
00743
00744
00745
00746
00747
00748
00749
00750
00751
00752
00753
00754
00755
00756
00757
00758
00759
00760
00761
00762
00763
00764
00765
00766
00767
00768
00769
00770
00771
00772
00773
00774
00775
00776
00777
00778
00779
00780
00781
00782
00783
00784
00785
00786
00787
00788
00789
00790
00791
00792
00793
00794
00795
00796
00797
00798
00799
00800
00801
00802
00803
00804
00805
00806
00807
00808
00809
00810
00811
00812
00813
00814
00815
00816
00817
00818
00819
00820
00821
00822
00823
00824
00825
00826
00827
00828
00829
00830
00831
00832
00833
00834
00835
00836
00837
00838
00839
00840
00841
00842
00843
00844
00845
00846
00847
00848
00849
00850
00851
00852
00853
00854
00855
00856
00857
00858
00859
00860
00861
00862
00863
00864
00865
00866
00867
00868
00869
00870
00871
00872
00873
00874
00875
00876
00877
00878
00879
00880
00881
00882
00883
00884
00885
00886
00887
00888
00889
00890
00891
00892
00893
00894
00895
00896
00897
00898
00899
00900
00901
00902
00903
00904
00905
00906
00907
00908
00909
00910
00911
00912
00913
00914
00915
00916
00917
00918
00919
00920
00921
00922
00923
00924
00925
00926
00927
00928
00929
00930
00931
00932
00933
00934
00935
00936
00937
00938
00939
00940
00941
00942
00943
00944
00945
00946
00947
00948
00949
00950
00951
00952
00953
00954
00955
00956
00957
00958
00959
/**
 * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
 */
class Terrain extends Info
	dependson(LightComponent)
	native(Terrain)
	showcategories(Movement,Collision)
	placeable;

// Structs that are mirrored properly in C++.

/**
 *	A height data entry that is stored in an array for the terrain.
 *	Full structure can be found in UnTerrain.h, FTerrainHeight.
 */
struct TerrainHeight
{
	// No UObject reference.
};

/**
 *	InfoData entries for each patch in the terrain.
 *	This includes information such as whether the patch is visible or not (holes).
 *	Full structure can be found in UnTerrain.h, FTerrainInfoData.
 */
struct TerrainInfoData
{
	// No UObject reference.
};

/**
 *	A weighted material used on the terrain.
 *	Full structure can be found in UnTerrain.h, FTerrainWeightedMaterial.
 */
struct TerrainWeightedMaterial
{
	// UObject references.
};

/**
 *	A layer that can be painted onto the terrain.
 */
struct TerrainLayer
{
	/**	The name of the layer, for UI display purposes.										*/
	var() string			Name;
	/**	The TerrainLayerSetup, which declares the material(s) used in the layer.			*/
	var() TerrainLayerSetup	Setup;
	/**	INTERNAL: The index of the alpha map that represents the application of this layer.	*/
	var int					AlphaMapIndex;
	/**	Whether the layer should be highlighted when rendered.								*/
	var() bool				Highlighted;
	/**	Whether the layer should be wireframe highlighted when rendered.
	 *	CURRENTLY NOT IMPLEMENTED 
	 */
	var() bool				WireframeHighlighted;
	/**	Whether the layer is hidden (not rendered).											*/
	var() bool				Hidden;
	/**	The color to highlight the layer with.												*/
	var() color				HighlightColor;
	/**	The color to wireframe highlight the layer with.									*/
	var() color				WireframeColor;
	/** 
	 *	Rectangle encompassing all the vertices this layer affects. 
	 *	TerrainLayerSetup::SetMaterial() uses this to avoid rebuilding
	 *	terrain that has not changed
	 */
	var int MinX, MinY, MaxX, MaxY;

	structdefaultproperties
	{
		AlphaMapIndex=-1
		HighlightColor=(R=255,G=255,B=255)
	}
};

/**
 *	A mapping used to apply a layer to the terrain.
 *	Full structure can be found in UnTerrain.h, FAlphaMap.
 */
struct AlphaMap
{
	// No UObject references.
};

/**
 *	A decoration instance applied to the terrain.
 *	Used internally to apply DecoLayers.
 */
struct TerrainDecorationInstance
{
	var PrimitiveComponent	Component;
	var float				X,
							Y,
							Scale;
	var int					Yaw;
};

/**
 *	A decoration source for terrain DecoLayers.
 */
struct TerrainDecoration
{
	/**	The factory used to generate the decoration mesh.					*/
	var() editinline	PrimitiveComponentFactory	Factory;
	/**	The min scale to apply to the source mesh.							*/
	var() float										MinScale;
	/**	The max scale to apply to the source mesh.							*/
	var() float										MaxScale;
	/**	The density to use when applying the mesh to the terrain.			*/
	var() float										Density;
	/**	
	 *	The amount to rotate the mesh to match the slope of the terrain 
	 *	where it is being placed. If 1.0, the mesh will match the slope
	 *	exactly.
	 */
	var() float										SlopeRotationBlend;
	/**	The value to use to seed the random number generator.				*/
	var() int										RandSeed;

	/**	
	 *	INTERNAL: An array of instances of the decoration applied to the 
	 *	terrain.
	 */
	var array<TerrainDecorationInstance>			Instances;

	structdefaultproperties
	{
		Density=0.01
		MinScale=1.0
		MaxScale=1.0
	}
};

/**
 *	A decoration layer - used to easily apply static meshes to the terrain
 */
struct TerrainDecoLayer
{
	/**	The name of the DecoLayer, for UI display purposes.									*/
	var() string					Name;
	/**	The decoration(s) to apply for this layer.											*/
	var() array<TerrainDecoration>	Decorations;
	/**	INTERNAL: The index of the alpha map that represents the application of this layer.	*/
	var int							AlphaMapIndex;

	structdefaultproperties
	{
		AlphaMapIndex=-1
	}
};

/**
 *	Terrain material resource - compiled terrain material used to render the terrain.
 *	Full structure can be found in UnTerrain.h, FTerrainMaterialResource.
 */
struct TerrainMaterialResource
{
	// UObject references.
};

/**	Array of the terrain heights												*/
var private const native array<TerrainHeight>	Heights;
/** Array of the terrain information data (visible, etc.)						*/
var private const native array<TerrainInfoData>	InfoData;
/** Array of the terrain layers applied to the terrain							*/
var() const array<TerrainLayer>					Layers;
/**
 *	The index of the layer that supplies the normal map for the whole terrain.
 *	If this is -1, the terrain will compile the normal property the old way
 *		(all normal maps blended together).
 *	If this is a valid index into the layer array, it will compile the normal
 *		property only for the material(s) contained in said layer.
 */
var() int								NormalMapLayer;
/**	Array of the decoration layers applied										*/
var() const array<TerrainDecoLayer>		DecoLayers;
/**	Array of the alpha maps between layers										*/
var native const array<AlphaMap>		AlphaMaps;

/** The array of terrain components that are used by the terrain				*/
var const NonTransactional array<TerrainComponent>	TerrainComponents;

/**
 *	Internal values used to setup components
 *
 *	The number of sections is the number of terrain components along the
 *	X and Y of the 'grid'.
 */
var const int							NumSectionsX;
var const int							NumSectionsY;
var const int							SectionSize; // Legacy!

/**	INTERNAL - The weighted materials and blend maps							*/
var private native const array<TerrainWeightedMaterial>	WeightedMaterials;
var private const native array<TerrainWeightMapTexture>	WeightedTextureMaps;

/**	INTERNAL - Displacement related values										*/
var native const array<byte>	CachedDisplacements;
var native const float			MaxCollisionDisplacement;

/**
 *	The maximum number of quads in a single row/column of a tessellated patch.
 *  Must be a power of two, 1 <= MaxTesselationLevel <= 16
 */
var() int						MaxTesselationLevel;

/**
 *	The minimum number of quads in a tessellated patch.
 *	Must be a power of two, 1 <= MaxTesselationLevel
 */
var() int						MinTessellationLevel;

/**
 *	The scale factor to apply to the distance used in determining the tessellation
 *	level to utilize when rendering a patch.
 *		TessellationLevel = SomeFunction((Patch distance to camera) * TesselationDistanceScale)
 */
var() float						TesselationDistanceScale;

var deprecated int				TessellationCheckCount;

/**
 *	The radius from the view origin that terrain tessellation checks should be performed.
 *	If less than 0, the general setting from the engine configuration will be used.
 *	If 0.0, every component will be checked for tessellation changes each frame.
 */
var() float						TessellationCheckDistance;


/**
 *	The number of components to border around the current view position
 *	when checking for tessellations update.
 *	If -1, then use the general setting from the engine configuration.
 *	If 0, every component will be checked for tessellation changes each frame.
 */
var deprecated float			TessellationCheckBorder;

/**
 *	The tessellation level to utilize when performing collision checks with non-zero extents.
 */
var(Collision) int				CollisionTesselationLevel;

struct native CachedTerrainMaterialArray
{	
	var native const duplicatetransient array<pointer> CachedMaterials{FTerrainMaterialResource};
};
/** array of cached terrain materials for SM2,SM3 */
var native const CachedTerrainMaterialArray CachedTerrainMaterials[2];

/**
 * The number of vertices currently stored in a single row of height and alpha data.
 * Updated from NumPatchesX when Allocate is called(usually from PostEditChange).
 */
var const int					NumVerticesX;

/**
 * The number of vertices currently stored in a single column of height and alpha data.
 * Updated from NumPatchesY when Allocate is called(usually from PostEditChange).
 */
var const int					NumVerticesY;

/**
 *  The number of patches in a single row of the terrain's patch grid.
 *  PostEditChange clamps this to be >= 1.
 *	Note that if you make this and/or NumPatchesY smaller, it will destroy the height-map/alpha-map
 *	data which is no longer used by the patches.If you make the dimensions larger, it simply fills
 *	in the new height-map/alpha-map data with zero.
 */
var() int						NumPatchesX;

/**
 *	The number of patches in a single column of the terrain's patch grid.
 *  PostEditChange clamps this to be >= 1.
 */
var() int						NumPatchesY;

/**
 *	For rendering and collision, split the terrain into components with a maximum size of
 *		(MaxComponentSize,MaxComponentSize) patches.
 *	The terrain is split up into rectangular groups of patches called terrain components for rendering.
 *	MaxComponentSize is the maximum number of patches in a single row/column of a terrain component.
 *	Generally, all components will be MaxComponentSize patches square, but on terrains with a patch
 *	resolution which isn't a multiple of MaxComponentSize, there will be some components along the edges
 *	which are smaller.
 *
 *	This is limited by the MaxTesselationLevel, to prevent the vertex buffer for a fully tessellated
 *	component from being > 65536 vertices.
 *	For a MaxTesselationLevel of 16, MaxComponentSize is limited to <= 15.
 *	For a MaxTesselationLevel of 8, MaxComponentSize is limited to <= 31.
 *
 *	PostEditChange clamps this to be >= 1.
 */
var() int						MaxComponentSize;

/**
 *	The resolution to cache lighting at, in texels/patch.
 *	A separate shadow-map is used for each terrain component, which is up to
 *	(MaxComponentSize * StaticLightingResolution + 1) pixels on a side.
 *	Must be a power of two, 1 <= StaticLightingResolution <= MaxTesselationLevel.
 */
var(Lighting) int				StaticLightingResolution;

/**
 *	If true, the light/shadow map size is no longer restricted...
 *	The size of the light map will be (per component):
 *		INT LightMapSizeX = Component->SectionSizeX * StaticLightingResolution + 1;
 *		INT LightMapSizeY = Component->SectionSizeY * StaticLightingResolution + 1;
 *
 *	So, the maximum size of a light/shadow map for a component will be:
 *		MaxMapSizeX = MaxComponentSize * StaticLightingResolution + 1
 *		MaxMapSizeY = MaxComponentSize * StaticLightingResolution + 1
 *
 *	Be careful with the setting of StaticLightingResolution when this mode is enabled.
 *	It will be quite easy to run up a massive texture requirement on terrain!
 */
var(Lighting) bool						bIsOverridingLightResolution;

/**
 *	If true, the lightmap generation will be performed using the bilinear filtering
 *	that all other lightmap generation in the engine uses.
 *
 */
var(Lighting) bool						bBilinearFilterLightmapGeneration;

/**
 * Whether terrain should cast shadows.
 *
 * Property is propagated to terrain components
 */
var(Lighting) bool						bCastShadow;

/**
 * If true, forces all static lights to use light-maps for direct lighting on the terrain, regardless of
 * the light's UseDirectLightMap property.
 *
 * Property is propagated to terrain components .
 */
var(Lighting) const bool				bForceDirectLightMap;

/**
 * If false, primitive does not cast dynamic shadows.
 *
 * Property is propagated to terrain components .
 */
var(Lighting) const bool				bCastDynamicShadow;

/**
 * If false, primitive does not block rigid body physics.
 *
 * Property is propagated to terrain components.
 */
var(Collision) const bool				bBlockRigidBody;

/** If true, this allows rigid bodies to go underneath visible areas of the terrain. This adds some physics cost. */
var(Collision) const bool				bAllowRigidBodyUnderneath;

/**
 * If false, primitive does not accept dynamic lights, aka lights with HasStaticShadowing() == FALSE
 *
 * Property is propagated to terrain components.
 */
var(Lighting) const bool				bAcceptsDynamicLights;

/**
 * Lighting channels controlling light/ primitive interaction. Only allows interaction if at least one channel is shared */
var(Lighting) const LightingChannelContainer	LightingChannels;

/**
 *	Whether to utilize morping terrain or not
 */
var()		bool				bMorphingEnabled;
/**
 *	Whether to utilize morping gradients or not (bMorphingEnabled must be true for this to matter)
 */
var()		bool				bMorphingGradientsEnabled;

/**	The terrain is locked - no editing can take place on it	*/
var			bool				bLocked;

/**	The terrain heightmap is locked - no editing can take place on it	*/
var			bool				bHeightmapLocked;

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

/** Editor-viewing tessellation level						*/
var() transient	int				EditorTessellationLevel;

/** Viewing collision tessellation level					*/
var			bool				bShowingCollision;

/** Selected vertex structure - used for vertex editing		*/
struct SelectedTerrainVertex
{
	/** The position of the vertex.					*/
	var int		X, Y;
	/** The weight of the selection.				*/
	var int		Weight;
};

var transient	array<SelectedTerrainVertex>	SelectedVertices;

/** Tells the terrain to render in wireframe. */
var() 			bool				bShowWireframe;
/** The color to use when rendering the wireframe of the terrain. */
var() 			color				WireframeColor;

// (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)
// (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)
// (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)
// (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)
// (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)
// (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)

/** for each layer, calculate the rectangle encompassing all the vertices affected by it and store the result in
 * the layer's MinX, MinY, MaxX, and MaxY properties
 */
native final function CalcLayerBounds();

simulated event PostBeginPlay()
{
	local int i;

	CalcLayerBounds();

	// allow any layers to run startup actions
	for (i = 0; i < Layers.length; i++)
	{
		if (Layers[i].Setup != None)
		{
			Layers[i].Setup.PostBeginPlay();
		}
	}
}

defaultproperties
{
   NormalMapLayer=-1
   MaxTesselationLevel=4
   MinTessellationLevel=1
   TesselationDistanceScale=1.000000
   TessellationCheckDistance=-1.000000
   CollisionTesselationLevel=1
   NumPatchesX=1
   NumPatchesY=1
   MaxComponentSize=16
   StaticLightingResolution=4
   bBilinearFilterLightmapGeneration=True
   bCastShadow=True
   bForceDirectLightMap=True
   bCastDynamicShadow=True
   bBlockRigidBody=True
   bAcceptsDynamicLights=True
   LightingChannels=(bInitialized=True,Static=True)
   WireframeColor=(B=255,G=255,R=0,A=0)
   Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__Info:Sprite'
      Sprite=Texture2D'EngineResources.S_Terrain'
      ObjectArchetype=SpriteComponent'Engine.Default__Info:Sprite'
   End Object
   Components(0)=Sprite
   bStatic=True
   bHidden=False
   bNoDelete=True
   bWorldGeometry=True
   bCollideActors=True
   bBlockActors=True
   bEdShouldSnap=True
   DrawScale3D=(X=256.000000,Y=256.000000,Z=256.000000)
   CollisionType=COLLIDE_CustomDefault
   Name="Default__Terrain"
   ObjectArchetype=Info'Engine.Default__Info'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: tr 31-1-2018 17:18:10.000 - Creation time: sk 18-3-2018 10:01:15.257 - Created with UnCodeX