Files
UnrealEngine/Engine/Plugins/Experimental/Water/Source/Runtime/Public/WaterBodyOceanComponent.h
2025-05-18 13:04:45 +08:00

95 lines
3.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "WaterBodyComponent.h"
#include "WaterBodyOceanComponent.generated.h"
#define UE_API WATER_API
class UOceanCollisionComponent;
class UOceanBoxCollisionComponent;
// ----------------------------------------------------------------------------------
UCLASS(MinimalAPI, Blueprintable)
class UWaterBodyOceanComponent : public UWaterBodyComponent
{
GENERATED_UCLASS_BODY()
friend class AWaterBodyOcean;
public:
/** UWaterBodyComponent Interface */
virtual EWaterBodyType GetWaterBodyType() const override { return EWaterBodyType::Ocean; }
UE_API virtual TArray<UPrimitiveComponent*> GetCollisionComponents(bool bInOnlyEnabledComponents = true) const override;
virtual FVector GetCollisionExtents() const override { return CollisionExtents; }
UE_API virtual void SetHeightOffset(float InHeightOffset) override;
virtual float GetHeightOffset() const override { return HeightOffset; }
#if WITH_EDITOR
UE_API void SetCollisionExtents(const FVector& NewExtents);
UE_API void SetOceanExtent(const FVector2D& NewExtents);
/** Rebuilds the ocean mesh to completely fill the zone to which it belongs. */
UFUNCTION(CallInEditor, Category = Water)
UE_API void FillWaterZoneWithOcean();
#endif // WITH_EDITOR
protected:
/** UWaterBodyComponent Interface */
virtual bool IsBodyDynamic() const override { return true; }
UE_API virtual void BeginUpdateWaterBody() override;
UE_API virtual void OnUpdateBody(bool bWithExclusionVolumes) override;
UE_API virtual void Reset() override;
UE_API virtual bool GenerateWaterBodyMesh(UE::Geometry::FDynamicMesh3& OutMesh, UE::Geometry::FDynamicMesh3* OutDilatedMesh = nullptr) const override;
UE_API virtual void PostLoad() override;
UE_API virtual void OnPostRegisterAllComponents() override;
UE_API virtual FBoxSphereBounds CalcBounds(const FTransform& LocalToWorld) const;
UE_API virtual void OnPostActorCreated() override;
#if WITH_EDITOR
UE_API virtual void OnPostEditChangeProperty(FOnWaterBodyChangedParams& InOutOnWaterBodyChangedParams) override;
UE_API virtual const TCHAR* GetWaterSpriteTextureName() const override;
UE_API virtual TArray<TSharedRef<FTokenizedMessage>> CheckWaterBodyStatus();
UE_API virtual void OnWaterBodyRenderDataUpdated() override;
#endif
protected:
UPROPERTY(NonPIEDuplicateTransient)
TArray<TObjectPtr<UOceanBoxCollisionComponent>> CollisionBoxes;
UPROPERTY(NonPIEDuplicateTransient)
TArray<TObjectPtr<UOceanCollisionComponent>> CollisionHullSets;
UPROPERTY(Category = Collision, EditAnywhere, BlueprintReadOnly)
FVector CollisionExtents;
/** The extent of the ocean, centered around water zone to which the ocean belongs. */
UPROPERTY(Category = Water, EditAnywhere, BlueprintReadOnly)
FVector2D OceanExtents;
/** Saved water zone location so that the ocean mesh can be regenerated relative to it and match it perfectly without being loaded. */
UPROPERTY()
FVector2D SavedZoneLocation;
/** If enabled, oceans will always center their mesh/bounds on the owning water zone by using a saved location that is updated whenever the ocean mesh is rebuilt. */
UPROPERTY(EditAnywhere, Category = Water, AdvancedDisplay)
bool bCenterOnWaterZone = true;
UPROPERTY(Transient)
float HeightOffset = 0.0f;
#if WITH_EDITORONLY_DATA
UPROPERTY()
FVector2D VisualExtents_DEPRECATED;
#endif // WITH_EDITORONLY_DATA
};
#undef UE_API