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Engine.TerrainComponent


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/**
 * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
 */
class TerrainComponent extends PrimitiveComponent
	native(Terrain)
	noexport;

/**	INTERNAL: Array of shadow map data applied to the terrain component.		*/
var private const array<ShadowMap2D> ShadowMaps;
/**	INTERNAL: Array of lights that don't apply to the terrain component.		*/
var const array<Guid>				IrrelevantLights;

var const native transient pointer	TerrainObject;
var const int						SectionBaseX,
									SectionBaseY,
									SectionSizeX,
									SectionSizeY;
									
/** The actual section size in vertices...										*/
var const int						TrueSectionSizeX;
var const int						TrueSectionSizeY;

var native private const pointer	LightMap{FLightMap2D};

var private const native transient array<int>	PatchBounds;
var private const native transient array<int>	PatchBatches;
var private const native transient array<int>	BatchMaterials;
var private const native transient int		FullBatch;

var private const native transient pointer	PatchBatchOffsets;
var private const native transient pointer	WorkingOffsets;
var private const native transient pointer	PatchBatchTriangles;
var private const native transient pointer	PatchCachedTessellationValues;
var private const native transient pointer	TesselationLevels;

/**
 * Place holder structure that mirrors the byte size needed
 * for a kDOP tree
 */
struct TerrainkDOPTree
{
	var private const native array<int> Nodes;
	var private const native array<int> Triangles;
};

/** Place holder structure that mirrors the byte size needed for a BV tree. */
struct TerrainBVTree
{
	var private const native array<int> Nodes;
};

/** Used for in-game collision tests against terrain. */
var private const native transient TerrainBVTree BVTree;

/**
 * This is a low poly version of the terrain vertices in world space. The
 * triangle data is created based upon Terrain->CollisionTesselationLevel
 */
var private const native transient array<vector>		CollisionVertices;

/** Physics engine version of heightfield data. */
var const native pointer RBHeightfield;

/**
 *	Indicates the the terrain collision level should be rendered.
 */
var private const bool	bDisplayCollisionLevel;

defaultproperties
{
   bAllowCullDistanceVolume=False
   bUseAsOccluder=True
   bAcceptsDecals=True
   CastShadow=True
   bAcceptsLights=True
   bUsePrecomputedShadows=True
   CollideActors=True
   BlockActors=True
   BlockZeroExtent=True
   BlockNonZeroExtent=True
   BlockRigidBody=True
   Name="Default__TerrainComponent"
   ObjectArchetype=PrimitiveComponent'Engine.Default__PrimitiveComponent'
}

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Class file time: tr 31-1-2018 17:18:10.000 - Creation time: sk 18-3-2018 10:01:15.265 - Created with UnCodeX