Always snap to grid
Difference between revisions of "UE3:FluidSurfaceComponent (UDK)"
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Latest revision as of 05:39, 17 January 2010
Object >> Component >> ActorComponent >> PrimitiveComponent >> FluidSurfaceComponent |
Contents
- 1 Properties
- 1.1 Property group 'Fluid'
- 1.1.1 DeactivationDistance
- 1.1.2 EnableDetail
- 1.1.3 EnableSimulation
- 1.1.4 FluidDamping
- 1.1.5 FluidHeightScale
- 1.1.6 FluidTravelSpeed
- 1.1.7 FluidUpdateRate
- 1.1.8 ForceContinuous
- 1.1.9 ForceImpact
- 1.1.10 GPUTessellationFactor
- 1.1.11 GridSpacing
- 1.1.12 GridSpacingLowRes
- 1.1.13 LightingContrast
- 1.1.14 SimulationQuadsX
- 1.1.15 SimulationQuadsY
- 1.1.16 TargetDetail
- 1.1.17 TargetSimulation
- 1.2 Property group 'FluidDebug'
- 1.2.1 bPause
- 1.2.2 bShowDetailNormals
- 1.2.3 bShowDetailPosition
- 1.2.4 bShowFluidDetail
- 1.2.5 bShowFluidSimulation
- 1.2.6 bShowSimulationNormals
- 1.2.7 bShowSimulationPosition
- 1.2.8 bTestRipple
- 1.2.9 bTestRippleCenterOnDetail
- 1.2.10 NormalLength
- 1.2.11 TestRippleFrequency
- 1.2.12 TestRippleRadius
- 1.2.13 TestRippleSpeed
- 1.3 Property group 'FluidDetail'
- 1.4 Property group 'FluidSurfaceComponent'
- 1.5 Property group 'Lighting'
- 1.6 Property group 'Lightmass'
- 1.7 Internal variables
- 1.8 Default values
- 1.1 Property group 'Fluid'
- 2 Structs
- 3 Native functions
- Package:
- Engine
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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]
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]
Apply a force to the fluid.
SetDetailPosition[edit]
Set the position of the origin of the detail texture, within the fluid.
SetSimulationPosition[edit]
Set the position of the origin of the simulation grid, within the fluid.