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Sampler for spline rivers, but we are only doing 1 spline sample per interaction to match the perf of the old system. Also, spline velocities don't vary much, so the net effect isn't too different
| Name | FBuoyancyConstantSplineSampler |
| Type | class |
| Header File | /Engine/Plugins/Experimental/Buoyancy/Source/Runtime/Public/BuoyancyParticleData.h |
| Include Path | #include "BuoyancyParticleData.h" |
Syntax
class FBuoyancyConstantSplineSampler : public FBuoyancyWaterSampler
Inheritance Hierarchy
- FBuoyancyWaterSampler → FBuoyancyConstantSplineSampler
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FBuoyancyConstantSplineSampler
(
const FBuoyancyWaterSplineData& InWaterSpline, |
BuoyancyParticleData.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ClosestPointDerivative | FVector | BuoyancyParticleData.h | ||
| ClosestSplineKey | float | BuoyancyParticleData.h | ||
| WaterN | FVector | BuoyancyParticleData.h | ||
| WaterSpline | const FBuoyancyWaterSplineData & | BuoyancyParticleData.h | ||
| WaterVel | FVector | BuoyancyParticleData.h | ||
| WaterVelSet | bool | BuoyancyParticleData.h |
Functions
Public
Overridden from FBuoyancyWaterSampler
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void InitializeForSubmersion() |
BuoyancyParticleData.h | ||
virtual FVector SampleNormalAtPosition
(
const FVector& WorldPosition |
BuoyancyParticleData.h | ||
virtual FVector SampleVelocityAtPosition
(
const FVector& WorldPosition |
BuoyancyParticleData.h | ||
virtual void SampleWaterAtPosition
(
const FVector& WorldPosition, |
BuoyancyParticleData.h |