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/** * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ class ProcBuildingRuleset extends Object hidecategories(Object) native(ProcBuilding); /** Pointer to first rule to execute */ var instanced PBRuleNodeBase RootRule; /** Used to avoid editing the same ruleset in multiple Facade windows at the same time. */ var editoronly transient bool bBeingEdited; /** Material applied to roof surface by default (can be overridden) */ var(Roof) MaterialInterface DefaultRoofMaterial; /** Material applied to floor surface by default (can be overridden) */ var(Floor) MaterialInterface DefaultFloorMaterial; /** Material applied to non-rectangular surfaces by default (can be overridden) */ var() MaterialInterface DefaultNonRectWallMaterial; /** Offset applied to floor poly if at very top of overall building */ var(Roof) float RoofZOffset; /** Offset applied to roof poly if not at very top of overall building */ var(Roof) float NotRoofZOffset; /** Offset applied to floor poly if at very bottom of overall building */ var(Floor) float FloorZOffset; /** Offset applied to floor poly if not at very bottom of overall building */ var(Floor) float NotFloorZOffset; /** Amount to 'pull in' vertices of the generated roof poly. */ var(Roof) float RoofPolyInset; /** Amount to 'pull in' vertices of the generated floor poly. */ var(Floor) float FloorPolyInset; /** Amount of specular to apply to low LOD building material */ var(LOD) float BuildingLODSpecular; /** How much to raise top of scopes that meet the roof of the building, forming a short wall around the roof. */ var(Roof) float RoofEdgeScopeRaise; /** Cubemap texture to use for the LOD version of the building. */ var(LOD) Texture LODCubemap; /** Whether to have any 'interior' texture on the LOD building windows */ var(LOD) bool bEnableInteriorTexture; /** Texture to use for 'interior' of LOD building windows */ var(LOD) Texture InteriorTexture; /** If TRUE, roof only displays in when building drops to low-detail version */ var(LOD) bool bLODOnlyRoof; /** Struct contain information about 'variations' supported within this ruleset */ struct native PBVariationInfo { /** Name of this variation */ var() Name VariationName; /** If TRUE, meshes are placed on top of simple face poly, rather than making hole for meshes. */ var() bool bMeshOnTopOfFacePoly; }; /** Array of 'variations' supported within this ruleset */ var() array<PBVariationInfo> Variations; /** Struct holding a defined 'swatch' of parameters that can be selected by name */ struct native PBParamSwatch { /** Name of this swatch */ var() name SwatchName; /** Set of parameters that should be applied when this swatch is selected for a building */ var() array<PBMaterialParam> Params; }; /** Pre-defined, names 'swatches' (or sets) of parameters that can be selected on a building */ var() array<PBParamSwatch> ParamSwatches; /** If TRUE, then pick a random swatch if a building is currently None (or not supported by current ruleset) */ var() bool bPickRandomSwatch; /** Array of comment nodes (for drawing comment boxes) - not connected, so need this so they are serialized. */ var editoronly array<PBRuleNodeComment> Comments; enum EProcBuildingAxis { EPBAxis_X, EPBAxis_Z }; cpptext { /** Get the top- or bottom-most corner node in this ruleset. */ UPBRuleNodeCorner* GetRulesetCornerNode(UBOOL bTop, AProcBuilding* BaseBuilding, INT TopLevelScopeIndex); /** Returns all rulesets ref'd by this ruleset (via SubRuleset node) */ void GetReferencedRulesets(TArray<UProcBuildingRuleset*>& OutRulesets); /** Pick a random swatch name from this ruleset */ FName GetRandomSwatchName(); /** Get the index of a swatch in the ParamSwatches array (INDEX_NONE if not present) */ INT GetSwatchIndexFromName(FName SearchName); } defaultproperties { BuildingLODSpecular=2.0 RoofEdgeScopeRaise=0.0 bEnableInteriorTexture=TRUE } |
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