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

96 lines
4.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "WaterBodyComponent.h"
#include "WaterBodyRiverComponent.generated.h"
#define UE_API WATER_API
class UMaterialInstanceDynamic;
class USplineMeshComponent;
// ----------------------------------------------------------------------------------
UCLASS(MinimalAPI, Blueprintable)
class UWaterBodyRiverComponent : public UWaterBodyComponent
{
GENERATED_UCLASS_BODY()
friend class AWaterBodyRiver;
public:
/** UWaterBodyComponent Interface */
virtual EWaterBodyType GetWaterBodyType() const override { return EWaterBodyType::River; }
UE_API virtual TArray<UPrimitiveComponent*> GetCollisionComponents(bool bInOnlyEnabledComponents = true) const override;
UE_API virtual TArray<UPrimitiveComponent*> GetStandardRenderableComponents() const override;
UE_API virtual UMaterialInstanceDynamic* GetRiverToLakeTransitionMaterialInstance() override;
UE_API virtual UMaterialInstanceDynamic* GetRiverToOceanTransitionMaterialInstance() override;
UE_API virtual UMaterialInterface* GetRiverToLakeTransitionMaterial() const override;
UE_API virtual UMaterialInterface* GetRiverToOceanTransitionMaterial() const override;
#if WITH_EDITOR
UE_API virtual TArray<UPrimitiveComponent*> GetBrushRenderableComponents() const override;
#endif //WITH_EDITOR
UFUNCTION(BlueprintCallable, Category = Rendering)
UE_API void SetLakeTransitionMaterial(UMaterialInterface* InMat);
UFUNCTION(BlueprintCallable, Category = Rendering)
UE_API void SetOceanTransitionMaterial(UMaterialInterface* InMat);
UFUNCTION(BlueprintCallable, Category = Rendering)
UE_API void SetLakeAndOceanTransitionMaterials(UMaterialInterface* InLakeTransition, UMaterialInterface* InOceanTransition);
UFUNCTION(BlueprintCallable, Category = WaterBody)
UE_API float GetRiverWidthAtSplineInputKey(float InKey) const;
UFUNCTION(BlueprintCallable, Category = WaterBody)
UE_API float GetRiverDepthAtSplineInputKey(float InKey) const;
UFUNCTION(BlueprintCallable, Category = WaterBody)
UE_API void SetRiverWidthAtSplineInputKey(float InKey, float InWidth);
UFUNCTION(BlueprintCallable, Category = WaterBody)
UE_API void SetRiverDepthAtSplineInputKey(float InKey, float InDepth);
protected:
/** UWaterBodyComponent Interface */
UE_API virtual void Reset() override;
UE_API virtual void UpdateMaterialInstances() override;
UE_API virtual void OnUpdateBody(bool bWithExclusionVolumes) override;
UE_API virtual bool GenerateWaterBodyMesh(UE::Geometry::FDynamicMesh3& OutMesh, UE::Geometry::FDynamicMesh3* OutDilatedMesh = nullptr) const override;
UE_API virtual FBoxSphereBounds CalcBounds(const FTransform& LocalToWorld) const override;
#if WITH_EDITOR
UE_API virtual void OnPostEditChangeProperty(FOnWaterBodyChangedParams& InOutOnWaterBodyChangedParams) override;
UE_API virtual const TCHAR* GetWaterSpriteTextureName() const override;
#endif
UE_API void CreateOrUpdateLakeTransitionMID();
UE_API void CreateOrUpdateOceanTransitionMID();
UE_API void GenerateMeshes();
UE_API void UpdateSplineMesh(USplineMeshComponent* MeshComp, int32 SplinePointIndex);
protected:
UPROPERTY(NonPIEDuplicateTransient)
TArray<TObjectPtr<USplineMeshComponent>> SplineMeshComponents;
/** Material used when a river is overlapping a lake. */
UPROPERTY(Category = Rendering, EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "River to Lake Transition"))
TObjectPtr<UMaterialInterface> LakeTransitionMaterial;
UPROPERTY(Category = Debug, VisibleInstanceOnly, Transient, NonPIEDuplicateTransient, TextExportTransient, meta = (DisplayAfter = "LakeTransitionMaterial"))
TObjectPtr<UMaterialInstanceDynamic> LakeTransitionMID;
/** This is the material used when a river is overlapping the ocean. */
UPROPERTY(Category = Rendering, EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "River to Ocean Transition"))
TObjectPtr<UMaterialInterface> OceanTransitionMaterial;
UPROPERTY(Category = Debug, VisibleInstanceOnly, Transient, NonPIEDuplicateTransient, TextExportTransient, meta = (DisplayAfter = "OceanTransitionMaterial"))
TObjectPtr<UMaterialInstanceDynamic> OceanTransitionMID;
};
#undef UE_API