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