95 lines
6.2 KiB
C++
Executable File
95 lines
6.2 KiB
C++
Executable File
#pragma once
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//PUBGM(0.13.5)32位SDK
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//作者:清华
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//Telegram:@qinghuanb666
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//生成时间:Fri Apr 18 20:44:40 2025
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namespace SDK
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{
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//---------------------------------------------------------------------------
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//Classes
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//---------------------------------------------------------------------------
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// Class RuntimeMeshComponent.RuntimeMeshComponent
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// 0x00B0 (0x06C0 - 0x0610)
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class URuntimeMeshComponent : public UMeshComponent
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{
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public:
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struct FScriptMulticastDelegate CollisionUpdated; // 0x0610(0x000C) (ZeroConstructor, InstancedReference, BlueprintAssignable)
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bool bUseComplexAsSimpleCollision; // 0x061C(0x0001) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
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bool bUseAsyncCooking; // 0x061D(0x0001) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
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bool bShouldSerializeMeshData; // 0x061E(0x0001) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
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ERuntimeMeshCollisionCookingMode CollisionMode; // 0x061F(0x0001) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
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class UBodySetup* BodySetup; // 0x0620(0x0004) (ExportObject, ZeroConstructor, InstancedReference, IsPlainOldData)
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unsigned char UnknownData00[0x20]; // 0x0624(0x0020) MISSED OFFSET
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TArray<struct FRuntimeMeshCollisionSection> MeshCollisionSections; // 0x0644(0x000C) (ZeroConstructor, Transient)
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TArray<struct FRuntimeConvexCollisionSection> ConvexCollisionSections; // 0x0650(0x000C) (ZeroConstructor, Transient)
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struct FBoxSphereBounds LocalBounds; // 0x065C(0x001C) (Transient, IsPlainOldData)
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struct FRuntimeMeshComponentPrePhysicsTickFunction PrePhysicsTick; // 0x0678(0x003C) (Transient)
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TArray<class UBodySetup*> AsyncBodySetupQueue; // 0x06B4(0x000C) (ZeroConstructor, Transient)
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static UClass* StaticClass()
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{
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static UClass *pStaticClass = 0;
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if (!pStaticClass)
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pStaticClass = UObject::FindClass("Class RuntimeMeshComponent.RuntimeMeshComponent");
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return pStaticClass;
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}
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void UpdateMeshSection_Blueprint(int SectionIndex, TArray<struct FVector> Vertices, TArray<int> Triangles, TArray<struct FVector> Normals, TArray<struct FRuntimeMeshTangent> Tangents, TArray<struct FVector2D> UV0, TArray<struct FVector2D> UV1, TArray<struct FLinearColor> Colors, bool bCalculateNormalTangent, bool bGenerateTessellationTriangles);
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void SetSectionTessellationTriangles(int SectionIndex, TArray<int> TessellationTriangles, bool bShouldMoveArray);
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void SetMeshSectionVisible(int SectionIndex, bool bNewVisibility);
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void SetMeshSectionCollisionEnabled(int SectionIndex, bool bNewCollisionEnabled);
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void SetMeshSectionCastsShadow(int SectionIndex, bool bNewCastsShadow);
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void SetMeshCollisionSection(int CollisionSectionIndex, TArray<struct FVector> Vertices, TArray<int> Triangles);
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void RuntimeMeshCollisionUpdatedDelegate__DelegateSignature();
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bool IsMeshSectionVisible(int SectionIndex);
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bool IsMeshSectionCollisionEnabled(int SectionIndex);
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bool IsMeshSectionCastingShadows(int SectionIndex);
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int GetNumSections();
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int GetLastSectionIndex();
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int FirstAvailableMeshSectionIndex();
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void EndBatchUpdates();
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bool DoesSectionExist(int SectionIndex);
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void CreateMeshSection_Blueprint(int SectionIndex, TArray<struct FVector> Vertices, TArray<int> Triangles, TArray<struct FVector> Normals, TArray<struct FRuntimeMeshTangent> Tangents, TArray<struct FVector2D> UV0, TArray<struct FVector2D> UV1, TArray<struct FLinearColor> Colors, bool bCreateCollision, bool bCalculateNormalTangent, bool bGenerateTessellationTriangles, EUpdateFrequency UpdateFrequency);
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void CookCollisionNow();
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void ClearMeshSection(int SectionIndex);
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void ClearMeshCollisionSection(int CollisionSectionIndex);
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void ClearCollisionConvexMeshes();
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void ClearAllMeshSections();
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void ClearAllMeshCollisionSections();
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void BeginBatchUpdates();
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void AddCollisionConvexMesh(TArray<struct FVector> ConvexVerts);
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};
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// Class RuntimeMeshComponent.RuntimeMeshLibrary
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// 0x0000 (0x0020 - 0x0020)
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class URuntimeMeshLibrary : public UBlueprintFunctionLibrary
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{
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public:
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static UClass* StaticClass()
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{
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static UClass *pStaticClass = 0;
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if (!pStaticClass)
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pStaticClass = UObject::FindClass("Class RuntimeMeshComponent.RuntimeMeshLibrary");
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return pStaticClass;
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}
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static void GetSectionFromStaticMesh(class UStaticMesh* InMesh, int LODIndex, int SectionIndex, TArray<struct FVector>* Vertices, TArray<int>* Triangles, TArray<struct FVector>* Normals, TArray<struct FVector2D>* UVs, TArray<struct FRuntimeMeshTangent>* Tangents);
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static void GenerateTessellationIndexBuffer(TArray<struct FVector> Vertices, TArray<int> Triangles, TArray<struct FVector2D> UVs, TArray<struct FVector>* Normals, TArray<struct FRuntimeMeshTangent>* Tangents, TArray<int>* OutTessTriangles);
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static void CreateGridMeshTriangles(int NumX, int NumY, bool bWinding, TArray<int>* Triangles);
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static void CreateBoxMesh(const struct FVector& BoxRadius, TArray<struct FVector>* Vertices, TArray<int>* Triangles, TArray<struct FVector>* Normals, TArray<struct FVector2D>* UVs, TArray<struct FRuntimeMeshTangent>* Tangents);
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static void CopyRuntimeMeshFromStaticMeshComponent(class UStaticMeshComponent* StaticMeshComp, int LODIndex, class URuntimeMeshComponent* RuntimeMeshComp, bool bShouldCreateCollision);
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static void ConvertQuadToTriangles(int Vert0, int Vert1, int Vert2, int Vert3, TArray<int>* Triangles);
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static void CalculateTangentsForMesh(TArray<struct FVector> Vertices, TArray<int> Triangles, TArray<struct FVector2D> UVs, TArray<struct FVector>* Normals, TArray<struct FRuntimeMeshTangent>* Tangents);
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};
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}
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