#include "DeepCSGWorld.h" #include "AsyncPathRequests.h" #include "Templates/SubclassOf.h" void ADeepCSGWorld::UnRegisterScannerComponent(UPrimitiveComponent* Component) { } void ADeepCSGWorld::TerrainOp_SpawnDebris_Implementation(const FTerrainSpawnDebrisOperationData& Data) { } void ADeepCSGWorld::TerrainOp_RemoveFloating_Implementation(const FRemoveFloatingIslandOperationData& Data) { } void ADeepCSGWorld::TerrainOp_PickAxe_Implementation(const FPickaxeDigOperationData& Data) { } void ADeepCSGWorld::TerrainOp_Melt_Implementation(const FMeltOperationData& Data) { } void ADeepCSGWorld::TerrainOp_Explode_Implementation(const FGrenadeExplodeOperationData& Data) { } void ADeepCSGWorld::TerrainOp_Drill_Implementation(const FDrillOperationData& Data) { } void ADeepCSGWorld::TerrainOp_CarveSTLMesh_Implementation(const FCarveWithSTLMeshOperationData& Data) { } void ADeepCSGWorld::TerrainOp_CarveSplineSegment_Implementation(const FSplineSegmentCarveOperationData& Data) { } void ADeepCSGWorld::TerrainOp_CarveCSG_Implementation(const FCSGBuildOperationData& Data) { } void ADeepCSGWorld::TerrainOp_CarveCollider_Implementation(const FCarveWithColliderOperationData& Data) { } void ADeepCSGWorld::TerrainMaterialDataLoaded() { } void ADeepCSGWorld::SpawnDebris(UDebrisMesh* Debris, const FVector& Pos, float Radius) { } void ADeepCSGWorld::SetVisibleToScanner(const FVector& Center, const FVector& range) { } void ADeepCSGWorld::SetRockMaterialForTest(UTerrainMaterial* Material) { } void ADeepCSGWorld::SelectDebrisSettings() { } void ADeepCSGWorld::ResetEntireWorld() { } void ADeepCSGWorld::RemoveDebrisInstance_TerrainOp2_Implementation(int32 instance, int32 Component) { } void ADeepCSGWorld::RemoveDebrisInSphere(const FVector& Position, float Radius, bool onlyFragile, bool alsoDurable, ESpecialDebrisType onlyType) { } void ADeepCSGWorld::RegisterScannerComponent(UPrimitiveComponent* Component, bool useFogOfWar) { } bool ADeepCSGWorld::Raycast(FVector Start, FVector Direction, float MaxDistance, FCSGRaycastHitInfo& HitInfo, ELandscapeCellFilter Filter) const { return false; } bool ADeepCSGWorld::Linecast(FVector Start, FVector End, FCSGRaycastHitInfo& HitInfo, ELandscapeCellFilter Filter) const { return false; } bool ADeepCSGWorld::IsPositionVisibleToScanner(const FVector& Pos) const { return false; } bool ADeepCSGWorld::IsPointInsideTerrain(const FVector& Pos) const { return false; } bool ADeepCSGWorld::IsComponentRegisteredWithScanner(UPrimitiveComponent* Component) { return false; } bool ADeepCSGWorld::InitialGenerationDone() const { return false; } int32 ADeepCSGWorld::GetTerrainHash() { return 0; } int32 ADeepCSGWorld::GetShadowQuality() { return 0; } ADebrisDataActor* ADeepCSGWorld::GetDebrisDataActor() const { return NULL; } void ADeepCSGWorld::GetAllTerrainActorsAroundPoint(const FVector& Center, const FVector& range, TArray& TerrainActors) { } void ADeepCSGWorld::GenerateAllMeshes() { } void ADeepCSGWorld::FinishGeneration_Blocking() { } float ADeepCSGWorld::FindTotalVolumeOfMaterialInWorld(UTerrainMaterial* Material) { return 0.0f; } void ADeepCSGWorld::CarveWithSTLMeshUsingTransform_Wait(ADeepCSGWorld* CSGWorld, USTLMeshCarver* MeshCarver, UTerrainMaterial* Material, ECarveFilterType CarveFilter, const FTransform& Transform, EPreciousMaterialOptions Precious, FLatentActionInfo LatentInfo) { } void ADeepCSGWorld::CarveWithSTLMeshUsingTransform(USTLMeshCarver* MeshCarver, UTerrainMaterial* Material, ECarveFilterType CarveFilter, const FTransform& Transform, EPreciousMaterialOptions Precious) { } void ADeepCSGWorld::CarveWithSTLMesh_Wait(ADeepCSGWorld* CSGWorld, USTLMeshCarver* MeshCarver, UTerrainMaterial* Material, ECarveFilterType CarveFilter, FVector Pos, FQuat Orientation, FVector Scale, EPreciousMaterialOptions Precious, FLatentActionInfo LatentInfo) { } void ADeepCSGWorld::CarveWithSTLMesh(USTLMeshCarver* MeshCarver, UTerrainMaterial* Material, ECarveFilterType CarveFilter, FVector Pos, FQuat Orientation, FVector Scale, EPreciousMaterialOptions Precious) { } void ADeepCSGWorld::CarveWithStaticMeshUsingTransform_Wait(ADeepCSGWorld* CSGWorld, UStaticMeshCarver* MeshCarver, UTerrainMaterial* Material, ECarveFilterType CarveFilter, const FTransform& Transform, EPreciousMaterialOptions Precious, FLatentActionInfo LatentInfo) { } void ADeepCSGWorld::CarveWithStaticMeshUsingTransform(UStaticMeshCarver* MeshCarver, UTerrainMaterial* Material, ECarveFilterType CarveFilter, const FTransform& Transform, EPreciousMaterialOptions Precious) { } void ADeepCSGWorld::CarveWithStaticMesh(UStaticMeshCarver* MeshCarver, UTerrainMaterial* Material, ECarveFilterType CarveFilter, FVector Pos, FQuat Orientation, FVector Scale, EPreciousMaterialOptions Precious) { } void ADeepCSGWorld::CarveWithSplineSegments(const TArray& Segments, UTerrainMaterial* Material, ECarveFilterType CarveFilter, EPreciousMaterialOptions Precious) { } void ADeepCSGWorld::CarveWithSplineSegment(const FVector& SplineStart, const FVector& SplineStartTangent, const FVector& SplineEnd, const FVector& SplineEndTangent, float Radius, UTerrainMaterial* Material, ECarveFilterType CarveFilter, EPreciousMaterialOptions Precious) { } void ADeepCSGWorld::CarveWithMeshUsingTransform_Wait(ADeepCSGWorld* CSGWorld, UStaticMesh* StaticMesh, UTerrainMaterial* Material, ECarveFilterType CarveFilter, const FTransform& Transform, float ExpensiveNoise, EPreciousMaterialOptions Precious, FLatentActionInfo LatentInfo) { } void ADeepCSGWorld::CarveWithMeshUsingTransform(UStaticMesh* StaticMesh, UTerrainMaterial* Material, ECarveFilterType CarveFilter, const FTransform& Transform, float ExpensiveNoise, EPreciousMaterialOptions Precious, CarveOptionsCellSize CarverSize) { } void ADeepCSGWorld::CarveWithMesh_Wait(ADeepCSGWorld* CSGWorld, UStaticMesh* StaticMesh, UTerrainMaterial* Material, ECarveFilterType CarveFilter, FVector Pos, FQuat Orientation, FVector Scale, FLatentActionInfo LatentInfo) { } void ADeepCSGWorld::CarveWithMesh(UStaticMesh* StaticMesh, UTerrainMaterial* Material, ECarveFilterType CarveFilter, FVector Pos, FQuat Orientation, FVector Scale, EPreciousMaterialOptions Precious) { } void ADeepCSGWorld::CarveWithCSGBuild(TSubclassOf CSGModel, const FTransform& Transform) { } float ADeepCSGWorld::CalcApproximateTerrainDensity(FVector Pos, float Radius) { return 0.0f; } UTerrainMaterial* ADeepCSGWorld::BPGetTerrainMaterial(int32 Handle) const { return NULL; } void ADeepCSGWorld::BaseLayerCommitFinal(bool blocking) { } void ADeepCSGWorld::BaseLayerCommit(bool blocking, bool scheduleTesselation) { } void ADeepCSGWorld::AttachActorToTerrain(AActor* Actor, FVector Pos) { } void ADeepCSGWorld::ApplyBaseDebrisCarvers(const TArray& Carvers) { } ADeepCSGWorld::ADeepCSGWorld() { this->MOMTerrrainMaterial = NULL; this->NitraTerrrainMaterial = NULL; this->GoldTerrainType = NULL; this->MOMTerrainType = NULL; this->RockTerrainType = NULL; this->CrystalTerrainType = NULL; this->EmptyTerrainType = NULL; this->DirtTerrainType = NULL; this->DefaultBurntTerrainType = NULL; this->TestLevelCarver = NULL; this->DebrisActorInstance = NULL; this->DebrisActorIndex = 0; this->ProceduralSetup = NULL; this->AsyncPathRequests = CreateDefaultSubobject(TEXT("AsyncPathRequests")); }