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UE3:FracturedBaseComponent (UDK)
Object >> Component >> ActorComponent >> PrimitiveComponent >> MeshComponent >> StaticMeshComponent >> FracturedBaseComponent |
Contents
- 1 Properties
- 1.1 bInitialVisibilityValue
- 1.2 bResetStaticMesh
- 1.3 bUseDynamicIBWithHiddenFragments
- 1.4 bUseDynamicIndexBuffer
- 1.5 bVisibilityHasChanged
- 1.6 bVisibilityReset
- 1.7 ComponentBaseResources
- 1.8 ComponentIndexBufferSize
- 1.9 NumResourceIndices
- 1.10 ReleaseResourcesFence
- 1.11 VisibleFragments
- 1.12 Default values
- 2 Native functions
- Package:
- Engine
- Direct subclasses:
- FracturedSkinnedMeshComponent, FracturedStaticMeshComponent
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FracturedBaseComponent.uc - Declaration of the base fractured component which handles rendering with a dynamic index buffer.
Properties[edit]
bInitialVisibilityValue[edit]
Type: bool
Modifiers: protected, const
Initial visibility value for this component.
Default value: True
bResetStaticMesh[edit]
Type: int
Modifiers: protected, transient, const
TRUE whenever the static mesh is being reset during Reattach
bUseDynamicIBWithHiddenFragments[edit]
Type: bool
Modifiers: protected, const
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[edit]
Type: bool
Modifiers: protected, const
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.
Default value: True
bVisibilityHasChanged[edit]
Type: bool
Modifiers: protected, transient
If true, VisibleFragments has changed since the last attach and the dynamic index buffer needs to be updated.
bVisibilityReset[edit]
Type: bool
Modifiers: protected, transient, const
True if VisibleFragments was reset to bInitialVisibilityValue since the last component attach.
ComponentBaseResources[edit]
Type: pointer{class FFracturedBaseResources}
Modifiers: protected, const, native, transient
This component's index buffer, used for rendering when bUseDynamicIndexBuffer is true.
ComponentIndexBufferSize[edit]
Type: int
Modifiers: private, const
Size in bytes of the index buffer used by this component, accessed only by the game thread.
NumResourceIndices[edit]
Type: int
Modifiers: private, const
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[edit]
Type: Object.RenderCommandFence_Mirror{FRenderCommandFence}
Modifiers: protected, native, const, transient
A fence used to track when the rendering thread has released the component's resources.
VisibleFragments[edit]
Modifiers: protected, transient, const
Stores non-zero for each fragment that is visible, and 0 otherwise.
Default values[edit]
Property | Value |
---|---|
bAcceptsDecalsDuringGameplay | False |
bAcceptsStaticDecals | False |
Native functions[edit]
GetNumFragments[edit]
Get the number of chunks in the assigned fractured mesh.
GetNumVisibleFragments[edit]
Get the number of chunks that are currently visible.
GetVisibleFragments[edit]
Returns array of currently visible fragments.
IsFragmentVisible[edit]
Returns whether the specified fragment is currently visible or not.
SetStaticMesh[edit]
Overrides: StaticMeshComponent.SetStaticMesh
Change the StaticMesh used by this instance, and resets VisibleFragments to all be visible if NewMesh is valid.
Parameters:
- NewMesh - StaticMesh to set. If this is not also a UFracturedStaticMesh, assignment will fail.
Returns:
- bool - TRUE if assignment succeeded.