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Difference between revisions of "UE3:FluidSurfaceComponent (UDK)"

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Latest revision as of 05:39, 17 January 2010

UDK Object >> Component >> ActorComponent >> PrimitiveComponent >> FluidSurfaceComponent

Contents

Package: 
Engine

Utility component for drawing an interactive body of fluid.

Origin is at the component location.

Properties[edit]

Property group 'Fluid'[edit]

DeactivationDistance[edit]

Type: float

Distance between the camera and the closest fluid edge where the fluid will deactivate and start rendering as a simple flat quad.

Default value: 3000.0

EnableDetail[edit]

Type: bool

Whether the detail simulation grid should be used or not

Default value: True

EnableSimulation[edit]

Type: bool

Whether the vertex positions in the simulation grid should be animated or not

Default value: True

FluidDamping[edit]

Type: float

How much to dampen the amplitude of waves in the fluid (0.0-30.0)

Default value: 1.0

FluidHeightScale[edit]

Type: float

Wave height scale - higher value produces higher waves

Default value: 1.0

FluidTravelSpeed[edit]

Type: float

Wave travel speed factor for the simulation grid (0.0-1.0)

Default value: 1.0

FluidUpdateRate[edit]

Type: float

Fluid update rate in number of updates per second

Default value: 30.0

ForceContinuous[edit]

Type: float

How much ripple to make when an Actor moves through the fluid.

Default value: -200.0

ForceImpact[edit]

Type: float

How much ripple to make when fluid is hit by a weapon or touched by a object for the first time.

Default value: -3.0

GPUTessellationFactor[edit]

Type: float

How much the GPU should tessellate the fluid grid. (Only used on platforms that completely supports GPU tessellation.)

Default value: 1.0

GridSpacing[edit]

Type: float

The size of a grid cell in the vertex simulation (in world space units)

Default value: 10.0

GridSpacingLowRes[edit]

Type: float

Fluids automatically draw a low-resolution grid when they are deactivated. A reasonable value is needed for vertex fogging to work when the fluid is translucent. A maximum of 65000 vertices are allowed before GridSpacingLowRes is clamped.

Default value: 800.0

LightingContrast[edit]

Type: float

Increasing this value adds more contrast to the lighting by exaggerating the curvature for the fluid normals.

Default value: 1.0

SimulationQuadsX[edit]

Type: int

Number of quads in the simulated grid (along the X-axis)

Default value: 200

SimulationQuadsY[edit]

Type: int

Number of quads in the simulated grid (along the Y-axis)

Default value: 200

TargetDetail[edit]

Type: Actor

Target actor which the detail texture will center around. If none is provided, the detail texture will center around the active camera.

TargetSimulation[edit]

Type: Actor

Target actor which the simulation grid will center around. If none is provided, the simulation grid will center around the active camera.

Property group 'FluidDebug'[edit]

bPause[edit]

Type: bool

Modifiers: transient

Whether to update the fluid or pause it

bShowDetailNormals[edit]

Type: bool

Whether to render an overlay of the detail normal for debugging

bShowDetailPosition[edit]

Type: bool

Whether to visualize the placement of the detail texture

bShowFluidDetail[edit]

Type: bool

Modifiers: transient

Whether to show the detail normalmap on the fluid

Default value: True

bShowFluidSimulation[edit]

Type: bool

Modifiers: transient

Whether to visualize the height of the main fluid grid

Default value: True

bShowSimulationNormals[edit]

Type: bool

Modifiers: transient

Whether to render lines for normals

bShowSimulationPosition[edit]

Type: bool

Whether to visualize the placement of the simulated grid

bTestRipple[edit]

Type: bool

Whether to enable a force for debugging

bTestRippleCenterOnDetail[edit]

Type: bool

Whether the test ripple should center on the detail texture or the main grid.

NormalLength[edit]

Type: float

The length of the visualized normals, when bShowSimulationNormals is turned on

Default value: 10.0

TestRippleFrequency[edit]

Type: float

Number of seconds between each pling on the test ripple. 0 makes it continuous.

Default value: 1.0

TestRippleRadius[edit]

Type: float

Radius of the test ripple, in world space

Default value: 30.0

TestRippleSpeed[edit]

Type: float

Angular speed of the test ripple

Default value: 1.0

Property group 'FluidDetail'[edit]

DetailDamping[edit]

Type: float

How much to dampen the amplitude of waves in the detail texture (0.0-30.0)

Default value: 1.0

DetailHeightScale[edit]

Type: float

Wave height scale for the detail texture - higher value produces higher waves

Default value: 1.0

DetailResolution[edit]

Type: int

Number of simulation cells along each axis in the detail texture

Default value: 256

DetailSize[edit]

Type: float

World space size of one edge of the detail texture

Default value: 500.0

DetailTransfer[edit]

Type: float

How much of an applied force should be transferred to the detail texture (0.0-1.0)

Default value: 0.5

DetailTravelSpeed[edit]

Type: float

Wave travel speed factor for the detail texture (0.0-1.0)

Default value: 1.0

DetailUpdateRate[edit]

Type: float

Fluid update rate in number of updates per second

Default value: 30.0

Property group 'FluidSurfaceComponent'[edit]

FluidMaterial[edit]

Type: MaterialInterface

Surface material

Property group 'Lighting'[edit]

LightmapResolution[edit]

Type: int

Resolution of the fluid's texture lightmap.

Default value: 128

Property group 'Lightmass'[edit]

LightmassSettings[edit]

Type: EngineTypes.LightmassPrimitiveSettings

The Lightmass settings for this object.

Default value:

Member Value
DiffuseBoost 1.0
EmissiveBoost 1.0
EmissiveLightFalloffExponent 2.0
FullyOccludedSamplesFraction 1.0
SpecularBoost 1.0

Internal variables[edit]

ClampMap[edit]

Type: array<byte>

Modifiers: const

Stores a 1 for each clamped vertex that should not be simulated, and a 0 for each vertex that should be simulated.

DeactivationTimer[edit]

Type: float

Modifiers: private, native, transient


DetailPosition[edit]

Type: Object.Vector

Modifiers: private, native, transient


FluidHeight[edit]

Type: float

Modifiers: private


Default value: 2000.0

FluidSimulation[edit]

Type: pointer{class FFluidSimulation}

Modifiers: private, native, transient, const

All transient member variables are contained inside the FFluidSurfaceInfo object.

FluidWidth[edit]

Type: float

Modifiers: private


Default value: 2000.0

LightMap[edit]

Type: LightMapRef

Modifiers: native, private, const

Reference to the texture lightmap resource.

ShadowMaps[edit]

Type: array<ShadowMap2D>

Modifiers: private, const


SimulationPosition[edit]

Type: Object.Vector

Modifiers: private, native, transient


TestRippleAngle[edit]

Type: float

Modifiers: private, native, transient


TestRippleTime[edit]

Type: float

Modifiers: private, native, transient


ViewDistance[edit]

Type: float

Modifiers: private, native, transient


Default values[edit]

Property Value
bAcceptsLights True
bForceDirectLightMap True
bIgnoreNearPlaneIntersection True
BlockNonZeroExtent True
BlockZeroExtent True
bTickInEditor True
bUsePrecomputedShadows True
CollideActors True

Structs[edit]

LightMapRef[edit]

pointer Reference 

Native functions[edit]

ApplyForce[edit]

native final function ApplyForce (Object.Vector WorldPos, float Strength, float Radius, optional bool bImpulse)

Apply a force to the fluid.

SetDetailPosition[edit]

native final function SetDetailPosition (Object.Vector WorldPos)

Set the position of the origin of the detail texture, within the fluid.

SetSimulationPosition[edit]

native final function SetSimulationPosition (Object.Vector WorldPos)

Set the position of the origin of the simulation grid, within the fluid.