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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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