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Engine.FracturedBaseComponent

Extends
StaticMeshComponent
Modifiers
native ( Mesh ) abstract

FracturedBaseComponent.uc - Declaration of the base fractured component which handles rendering with a dynamic index buffer. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Core.Component
   |   
   +-- Engine.ActorComponent
      |   
      +-- Engine.PrimitiveComponent
         |   
         +-- Engine.MeshComponent
            |   
            +-- Engine.StaticMeshComponent
               |   
               +-- Engine.FracturedBaseComponent

Direct Known Subclasses:

FracturedSkinnedMeshComponent, FracturedStaticMeshComponent

Variables Summary
boolbInitialVisibilityValue
intbResetStaticMesh
boolbUseDynamicIBWithHiddenFragments
boolbUseDynamicIndexBuffer
boolbVisibilityHasChanged
boolbVisibilityReset
pointerComponentBaseResources
intNumResourceIndices
RenderCommandFence_MirrorReleaseResourcesFence
array<byte>VisibleFragments
Inherited Variables from Engine.StaticMeshComponent
bCanHighlightSelectedSections, bForceStaticDecals, bIgnoreInstanceForTextureStreaming, bNeverBecomeDynamic, bOverrideLightMapRes, bOverrideLightMapResolution, bUseSimpleLightmapModifications, bUseSubDivisions, ForcedLodModel, IrrelevantLights, LightmassSettings, LODData, OverriddenLightMapRes, OverriddenLightMapResolution, OverriddenLODMaxRange, PreviousLODLevel, SimpleLightmapModificationFunction, SimpleLightmapModificationTexture, StaticMesh, SubDivisionStepSize, VertexPositionVersionNumber, WireframeColor
Inherited Variables from Engine.MeshComponent
Materials

Enumerations Summary
Inherited Enumerations from Engine.StaticMeshComponent
ELightmapModificationFunction

Structures Summary
Inherited Structures from Engine.StaticMeshComponent
StaticMeshComponentLODInfo

Functions Summary
functionint GetNumFragments () con)
functionint GetNumVisibleFragments () con)
functionarray<byte> GetVisibleFragments () con)
functionbool IsFragmentVisible (INT FragmentIndex) con)
functionbool SetStaticMesh (StaticMesh NewMesh, optional bool bForce)
Inherited Functions from Engine.StaticMeshComponent
CanBecomeDynamic, DisableRBCollisionWithSMC, SetForceStaticDecals, SetStaticMesh
Inherited Functions from Engine.MeshComponent
CreateAndSetMaterialInstanceConstant, CreateAndSetMaterialInstanceTimeVarying, GetMaterial, GetNumElements, PrestreamTextures, SetMaterial


Variables Detail

bInitialVisibilityValue Source code

var protected const bool bInitialVisibilityValue;
Initial visibility value for this component.

bResetStaticMesh Source code

var protected transient const int bResetStaticMesh;
TRUE whenever the static mesh is being reset during Reattach

bUseDynamicIBWithHiddenFragments Source code

var protected const bool bUseDynamicIBWithHiddenFragments;
If true, bUseDynamicIndexBuffer will be enabled when at least one fragment is hidden, otherwise it will be disabled. If false, bUseDynamicIndexBuffer will not be overridden.

bUseDynamicIndexBuffer Source code

var protected const bool bUseDynamicIndexBuffer;
If true, each element will be rendered with one draw call by using a dynamic index buffer that is repacked when visibility changes. If false, each element will be rendered with n draw calls, where n is the number of consecutive index ranges, and there will be no memory overhead.

bVisibilityHasChanged Source code

var protected transient bool bVisibilityHasChanged;
If true, VisibleFragments has changed since the last attach and the dynamic index buffer needs to be updated.

bVisibilityReset Source code

var protected transient const bool bVisibilityReset;
True if VisibleFragments was reset to bInitialVisibilityValue since the last component attach.

ComponentBaseResources Source code

var protected const native transient pointer ComponentBaseResources;
This component's index buffer, used for rendering when bUseDynamicIndexBuffer is true.

NumResourceIndices Source code

var private const int NumResourceIndices;
Number of indices in the resource's index buffer the last time the component index buffer was built. Used to detect when the resource's index buffer has changed and the component's index buffer should be rebuilt.

ReleaseResourcesFence Source code

var protected native const transient RenderCommandFence_Mirror ReleaseResourcesFence;
A fence used to track when the rendering thread has released the component's resources.

VisibleFragments Source code

var protected transient const array<byte> VisibleFragments;
Stores non-zero for each fragment that is visible, and 0 otherwise.


Functions Detail

GetNumFragments Source code

native const function int GetNumFragments ( ) con )
Get the number of chunks in the assigned fractured mesh.

GetNumVisibleFragments Source code

native const function int GetNumVisibleFragments ( ) con )
Get the number of chunks that are currently visible.

GetVisibleFragments Source code

simulated native const function array<byte> GetVisibleFragments ( ) con )
Returns array of currently visible fragments.

IsFragmentVisible Source code

simulated native const function bool IsFragmentVisible ( INT FragmentIndex) con )
Returns whether the specified fragment is currently visible or not.

SetStaticMesh Source code

simulated native function bool SetStaticMesh ( StaticMesh NewMesh, optional bool bForce )
Change the StaticMesh used by this instance, and resets VisibleFragments to all be visible if NewMesh is valid.
@param NewMesh - StaticMesh to set. If this is not also a UFracturedStaticMesh, assignment will fail.
@return bool - TRUE if assignment succeeded.


Defaultproperties

defaultproperties
{
	bUseDynamicIndexBuffer=true
	bInitialVisibilityValue=true
	bAcceptsDecalsDuringGameplay=FALSE
	bAcceptsStaticDecals=FALSE
	bAcceptsDynamicDecals=TRUE
}

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Creation time: ti 22-3-2011 19:56:48.944 - Created with UnCodeX