49 lines
2.5 KiB
HLSL
49 lines
2.5 KiB
HLSL
// Copyright Epic Games, Inc. All Rights Reserved.
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void QuerySceneDepthGPU_{ParameterName}(in float3 In_SamplePos, out float Out_SceneDepth, out float3 Out_CameraPosWorld, out bool Out_IsInsideView, out float3 Out_WorldPos, out float3 Out_WorldNormal)
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{
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NDICollisionQuery_QuerySceneDepthGPU(In_SamplePos, GetEngineOwnerLWCTile(), Out_SceneDepth, Out_CameraPosWorld, Out_IsInsideView, Out_WorldPos, Out_WorldNormal);
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}
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void QueryScenePartialDepthGPU_{ParameterName}(in float3 In_SamplePos, out float Out_SceneDepth, out float3 Out_CameraPosWorld, out bool Out_IsInsideView, out float3 Out_WorldPos, out float3 Out_WorldNormal)
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{
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NDICollisionQuery_QueryScenePartialDepthGPU(In_SamplePos, GetEngineOwnerLWCTile(), Out_SceneDepth, Out_CameraPosWorld, Out_IsInsideView, Out_WorldPos, Out_WorldNormal);
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}
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void QueryCustomDepthGPU_{ParameterName}(in float3 In_SamplePos, out float Out_SceneDepth, out float3 Out_CameraPosWorld, out bool Out_IsInsideView, out float3 Out_WorldPos, out float3 Out_WorldNormal)
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{
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NDICollisionQuery_QueryCustomDepthGPU(In_SamplePos, GetEngineOwnerLWCTile(), Out_SceneDepth, Out_CameraPosWorld, Out_IsInsideView, Out_WorldPos, Out_WorldNormal);
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}
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void QueryMeshDistanceFieldGPU_{ParameterName}(in float3 In_SamplePos, out float Out_DistanceToNearestSurface, out float3 Out_FieldGradient, out bool Out_IsDistanceFieldValid)
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{
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NDICollisionQuery_QueryMeshDistanceFieldGPU(In_SamplePos, GetEngineOwnerLWCTile(), Out_DistanceToNearestSurface, Out_FieldGradient, Out_IsDistanceFieldValid);
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}
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// DEPRECATE_BEGIN
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void IssueAsyncRayTraceGpu_{ParameterName}_UEImpureCall(int In_QueryID, float3 In_TraceStart, float3 In_TraceEnd, int In_TraceChannel, out bool Out_IsQueryValid)
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{
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Out_IsQueryValid = false;
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}
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void ReserveRayTraceIndex_{ParameterName}_UEImpureCall(int In_TraceCount, out int Out_StartQueryID, out bool Out_IndicesValid)
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{
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Out_StartQueryID = -1;
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Out_IndicesValid = false;
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}
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void CreateAsyncRayTraceGpu_{ParameterName}_UEImpureCall(float3 In_TraceStart, float3 In_TraceEnd, int In_TraceChannel, out int Out_QueryID, out bool Out_IsQueryValid)
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{
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Out_QueryID = -1;
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Out_IsQueryValid = false;
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}
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void ReadAsyncRayTraceGpu_{ParameterName}(int In_PreviousFrameQueryID, out bool Out_CollisionValid, out float Out_CollisionDistance, out float3 Out_CollisionPosWorld, out float3 Out_CollisionNormal)
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{
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Out_CollisionDistance = 0.0f;
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Out_CollisionPosWorld = float3(0.0f, 0.0f, 0.0f);
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Out_CollisionNormal = float3(0.0f, 0.0f, 0.0f);
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Out_CollisionValid = false;
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}
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// DEPRECATE_END
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