71 lines
3.0 KiB
C++
71 lines
3.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "NiagaraDataInterface.h"
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#include "NiagaraDataInterfaceWater.generated.h"
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#define UE_API WATER_API
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class UWaterBodyComponent;
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UCLASS(MinimalAPI, EditInlineNew, Category = "Water", meta = (DisplayName = "Water"))
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class UNiagaraDataInterfaceWater : public UNiagaraDataInterface
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{
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GENERATED_BODY()
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public:
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UE_API virtual void PostInitProperties() override;
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virtual bool CanBeInCluster() const override { return false; } // Note: Due to BP functionality we can change a UObject property on this DI we can not put into a cluster
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/** UNiagaraDataInterface interface */
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UE_API virtual void GetVMExternalFunction(const FVMExternalFunctionBindingInfo& BindingInfo, void* InstanceData, FVMExternalFunction &OutFunc) override;
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UE_API virtual bool Equals(const UNiagaraDataInterface* Other) const override;
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UE_API virtual bool CopyToInternal(UNiagaraDataInterface* Destination) const override;
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UE_API virtual int32 PerInstanceDataSize() const override;
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UE_API virtual bool InitPerInstanceData(void* PerInstanceData, FNiagaraSystemInstance* SystemInstance) override;
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UE_API virtual void DestroyPerInstanceData(void* PerInstanceData, FNiagaraSystemInstance* SystemInstance) override;
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UE_API virtual bool PerInstanceTick(void* PerInstanceData, FNiagaraSystemInstance* SystemInstance, float DeltaSeconds) override;
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virtual bool HasPreSimulateTick() const override { return true; }
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virtual bool CanExecuteOnTarget(ENiagaraSimTarget Target) const override { return Target == ENiagaraSimTarget::CPUSim; }
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#if WITH_EDITORONLY_DATA
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UE_API virtual bool UpgradeFunctionCall(FNiagaraFunctionSignature& FunctionSignature) override;
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#endif
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#if WITH_NIAGARA_DEBUGGER
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UE_API virtual void DrawDebugHud(FNDIDrawDebugHudContext& DebugHudContext) const override;
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#endif
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UE_API void GetWaterDataAtPoint(FVectorVMExternalFunctionContext& Context);
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UE_API void GetWaveParamLookupTableOffset(FVectorVMExternalFunctionContext& Context);
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/** Sets the current water body to be used by this data interface */
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UE_API void SetWaterBodyComponent(UWaterBodyComponent* InWaterBodyComponent);
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protected:
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#if WITH_EDITORONLY_DATA
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UE_API virtual void GetFunctionsInternal(TArray<FNiagaraFunctionSignature>& OutFunctions) const override;
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#endif
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private:
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UPROPERTY(EditAnywhere, Category = "Water")
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bool bFindWaterBodyOnSpawn = false;
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/** When enabled the owning system instance position will be used to sample the depth of the water. */
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UPROPERTY(EditAnywhere, Category = "Water")
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bool bEvaluateSystemDepth = true;
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/** If bEvaluateSystemDepth is enabled the depth will be updated each frame. */
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UPROPERTY(EditAnywhere, Category = "Water", meta = (EditCondition = "bEvaluateSystemDepth"))
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bool bEvaluateSystemDepthPerFrame = true;
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UPROPERTY(EditAnywhere, Category = "Water", meta = (DisplayName = "Source Actor Or Component", AllowedClasses = "/Script/Engine.WaterBodyComponent,/Script/Engine.Actor"))
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TSoftObjectPtr<UObject> SourceBodyComponent;
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uint32 SourceBodyChangeId = 0;
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};
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#undef UE_API
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