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 | ) |
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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
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◆ CreateMeshBody()
bool URRProceduralMeshComponent::CreateMeshBody |
( |
const FRRMeshData & |
InMeshData | ) |
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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 | ) |
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private |
◆ EnableOverlapping()
void URRProceduralMeshComponent::EnableOverlapping |
( |
bool |
bOverlapEventEnabled | ) |
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◆ FinalizeMeshBodyCreation()
void URRProceduralMeshComponent::FinalizeMeshBodyCreation |
( |
UBodySetup * |
InBodySetup, |
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const FString & |
InBodySetupModelName |
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) |
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private |
◆ GetBodySetupModelName()
FString URRProceduralMeshComponent::GetBodySetupModelName |
( |
| ) |
const |
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inline |
◆ GetExtent()
FVector URRProceduralMeshComponent::GetExtent |
( |
| ) |
const |
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inline |
◆ GetLocalBounds()
void URRProceduralMeshComponent::GetLocalBounds |
( |
FVector & |
OutMinBounds, |
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FVector & |
OutMaxBounds |
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) |
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inline |
◆ GetMeshData()
bool URRProceduralMeshComponent::GetMeshData |
( |
FRRMeshData & |
OutMeshData, |
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bool |
bFromBuffer |
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) |
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◆ GetSize()
FVector URRProceduralMeshComponent::GetSize |
( |
| ) |
const |
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inline |
◆ HideSelf()
void URRProceduralMeshComponent::HideSelf |
( |
bool |
IsHidden | ) |
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inline |
◆ Initialize()
void URRProceduralMeshComponent::Initialize |
( |
bool |
bIsStaticBody, |
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bool |
bInIsPhysicsEnabled |
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) |
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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 | ) |
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◆ IsMeshDataValid()
bool URRProceduralMeshComponent::IsMeshDataValid |
( |
| ) |
const |
◆ LockSelf()
void URRProceduralMeshComponent::LockSelf |
( |
| ) |
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inline |
◆ SetCollisionModeAvailable()
void URRProceduralMeshComponent::SetCollisionModeAvailable |
( |
bool |
bIsOn, |
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bool |
bIsHitEventEnabled = false |
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) |
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◆ SetMeshSize()
void URRProceduralMeshComponent::SetMeshSize |
( |
const FVector & |
InSize | ) |
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Create primitive-shape mesh based on ShapeType.
- Parameters
-
◆ ShouldCreatePhysicsState()
virtual bool URRProceduralMeshComponent::ShouldCreatePhysicsState |
( |
| ) |
const |
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inlineoverrideprotectedvirtual |
◆ bIsStationary
bool URRProceduralMeshComponent::bIsStationary = false |
◆ BodySetupTimerHandle
FTimerHandle URRProceduralMeshComponent::BodySetupTimerHandle |
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private |
◆ CollisionCookingTimerHandle
FTimerHandle URRProceduralMeshComponent::CollisionCookingTimerHandle |
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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