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