Procedural mesh components. this class is used to spawn robot and object from ROS 2 service.
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#include <RRProceduralMeshComponent.h>
Procedural mesh components. this class is used to spawn robot and object from ROS 2 service.
- See also
- UProceduralMeshComponent
UCLASS()
◆ URRProceduralMeshComponent()
| URRProceduralMeshComponent::URRProceduralMeshComponent |
( |
const FObjectInitializer & |
ObjectInitializer | ) |
|
Construct a new URRProceduralMeshComponent object.
This Initializer-based ctor is used due to [UProceduralMeshComponent] still having it.
The collision cooking is critical for sweeping movement to work after spawning Proc mesh actor.
Due to [FinishPhysicsAsyncCook] being not virtual and private, it is unable to catch [FOnAsyncPhysicsCookFinished] event
Thus we could only rely on [UBodySetup::bCreatedPhysicsMeshes]
- Parameters
-
◆ CreateMeshBody()
| bool URRProceduralMeshComponent::CreateMeshBody |
( |
const FRRMeshData & |
InMeshData | ) |
|
|
private |
Create Mesh Body Setup from FRRMeshData.
This function is hooked up from an async task running in GameThread
- Parameters
-
- Returns
- true
-
false
◆ CreateMeshSection()
| void URRProceduralMeshComponent::CreateMeshSection |
( |
const TArray< FRRMeshNodeData > & |
InMeshSectionData | ) |
|
|
private |
◆ EnableOverlapping()
| void URRProceduralMeshComponent::EnableOverlapping |
( |
bool |
bOverlapEventEnabled | ) |
|
◆ FinalizeMeshBodyCreation()
| void URRProceduralMeshComponent::FinalizeMeshBodyCreation |
( |
UBodySetup * |
InBodySetup, |
|
|
const FString & |
InBodySetupModelName |
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) |
| |
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private |
◆ GetBodySetupModelName()
| FString URRProceduralMeshComponent::GetBodySetupModelName |
( |
| ) |
const |
|
inline |
◆ GetExtent()
| FVector URRProceduralMeshComponent::GetExtent |
( |
| ) |
const |
|
inline |
◆ GetLocalBounds()
| void URRProceduralMeshComponent::GetLocalBounds |
( |
FVector & |
OutMinBounds, |
|
|
FVector & |
OutMaxBounds |
|
) |
| |
|
inline |
◆ GetMeshData()
| bool URRProceduralMeshComponent::GetMeshData |
( |
FRRMeshData & |
OutMeshData, |
|
|
bool |
bFromBuffer |
|
) |
| |
◆ GetSize()
| FVector URRProceduralMeshComponent::GetSize |
( |
| ) |
const |
|
inline |
◆ HideSelf()
| void URRProceduralMeshComponent::HideSelf |
( |
bool |
IsHidden | ) |
|
|
inline |
◆ Initialize()
| void URRProceduralMeshComponent::Initialize |
( |
bool |
bIsStaticBody, |
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|
bool |
bInIsPhysicsEnabled |
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) |
| |
CustomDepthStencil will be actively set by stakeholders or ARRMeshActor if needs be.
- Parameters
-
| bIsStaticBody | |
| bInIsPhysicsEnabled | |
◆ InitializeMesh()
| bool URRProceduralMeshComponent::InitializeMesh |
( |
const FString & |
InMeshFileName | ) |
|
◆ IsMeshDataValid()
| bool URRProceduralMeshComponent::IsMeshDataValid |
( |
| ) |
const |
◆ LockSelf()
| void URRProceduralMeshComponent::LockSelf |
( |
| ) |
|
|
inline |
◆ SetCollisionModeAvailable()
| void URRProceduralMeshComponent::SetCollisionModeAvailable |
( |
bool |
bIsOn, |
|
|
bool |
bIsHitEventEnabled = false |
|
) |
| |
◆ SetMeshSize()
| void URRProceduralMeshComponent::SetMeshSize |
( |
const FVector & |
InSize | ) |
|
Create primitive-shape mesh based on ShapeType.
- Parameters
-
◆ ShouldCreatePhysicsState()
| virtual bool URRProceduralMeshComponent::ShouldCreatePhysicsState |
( |
| ) |
const |
|
inlineoverrideprotectedvirtual |
◆ bIsStationary
| bool URRProceduralMeshComponent::bIsStationary = false |
◆ BodySetupTimerHandle
| FTimerHandle URRProceduralMeshComponent::BodySetupTimerHandle |
|
private |
◆ CollisionCookingTimerHandle
| FTimerHandle URRProceduralMeshComponent::CollisionCookingTimerHandle |
|
private |
◆ MeshUniqueName
| FString URRProceduralMeshComponent::MeshUniqueName |
◆ OnMeshCreationDone
| FOnMeshCreationDone URRProceduralMeshComponent::OnMeshCreationDone |
◆ OriginRelativeTransform
| FTransform URRProceduralMeshComponent::OriginRelativeTransform = FTransform::Identity |
◆ ShapeType
The documentation for this class was generated from the following file:
- /home/docs/checkouts/readthedocs.org/user_builds/rapyutasimulationplugins/checkouts/devel/Source/RapyutaSimulationPlugins/Public/Core/RRProceduralMeshComponent.h