Navigation
API > API/Plugins > API/Plugins/Water
Water mesh scene proxy
| Name | FWaterMeshSceneProxy |
| Type | class |
| Header File | /Engine/Plugins/Experimental/Water/Source/Runtime/Public/WaterMeshSceneProxy.h |
| Include Path | #include "WaterMeshSceneProxy.h" |
Syntax
class FWaterMeshSceneProxy : public FPrimitiveSceneProxy
Inheritance Hierarchy
- FPrimitiveSceneProxy → FWaterMeshSceneProxy
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FWaterMeshSceneProxy
(
UWaterMeshComponent* Component |
WaterMeshSceneProxy.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FWaterMeshSceneProxy() |
WaterMeshSceneProxy.h |
Structs
| Name | Remarks |
|---|---|
| FOcclusionCullingResults |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FWaterVertexFactoryIndirectDrawISRType | TWaterVertexFactory< WITH_WATER_SELECTION_SUPPORT, EWaterVertexFactoryDrawMode::IndirectInstancedStereo > | WaterMeshSceneProxy.h | |
| FWaterVertexFactoryIndirectDrawType | TWaterVertexFactory< WITH_WATER_SELECTION_SUPPORT, EWaterVertexFactoryDrawMode::Indirect > | WaterMeshSceneProxy.h | |
| FWaterVertexFactoryType | TWaterVertexFactory< WITH_WATER_SELECTION_SUPPORT, EWaterVertexFactoryDrawMode::NonIndirect > | At runtime, we only ever need one version of the vertex factory : with selection support (editor) or without : | WaterMeshSceneProxy.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsLocalOnlyTessellationEnabled | bool | If this is true, then this proxy can manage multiple local quadtrees, potentially associated with different views. | WaterMeshSceneProxy.h | |
| EmptyOcclusionCullingBounds | TArray< FBoxSphereBounds > | WaterMeshSceneProxy.h | ||
| HistoricalMaxViewInstanceCount | int32 | WaterMeshSceneProxy.h | ||
| MaterialRelevance | FMaterialRelevance | WaterMeshSceneProxy.h | ||
| OcclusionCullingBounds | TArray< FBoxSphereBounds > | CPU-driven occlusion culling related members. | WaterMeshSceneProxy.h | |
| OcclusionResults | TMap< uint32, FOcclusionCullingResults > | WaterMeshSceneProxy.h | ||
| OcclusionResultsFarMeshOffset | int32 | WaterMeshSceneProxy.h | ||
| OcclusionResultsMutex | UE::FMutex | WaterMeshSceneProxy.h | ||
| SceneProxyCreatedFrameNumberRenderThread | uint32 | WaterMeshSceneProxy.h | ||
| ViewQuadTrees | TMap< int32, FViewWaterQuadTree > | WaterMeshSceneProxy.h | ||
| WaterQuadTreeBuilder | FWaterQuadTreeBuilder | WaterMeshSceneProxy.h | ||
| WaterQuadTreeConstants | FWaterQuadTreeConstants | WaterMeshSceneProxy.h | ||
| WaterVertexFactories | TArray< FWaterVertexFactoryType * > | One vertex factory per LOD. Only used for CPU driven water quadtree rendering. | WaterMeshSceneProxy.h | |
| WaterVertexFactoryIndirectDraw | FWaterVertexFactoryIndirectDrawType * | WaterMeshSceneProxy.h | ||
| WaterVertexFactoryIndirectDrawISR | FWaterVertexFactoryIndirectDrawISRType * | WaterMeshSceneProxy.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool CreateViewWaterQuadTree
(
int32 Key, |
Creates and initializes a new quadtree centered around CenterPosition and associated with the given key. Returns true if the quadtree was created and false if it already exists. | WaterMeshSceneProxy.h | |
void DestroyViewWaterQuadTree
(
int32 Key |
Destroys the quadtree associated with Key. | WaterMeshSceneProxy.h | |
int32 FindBestQuadTreeForViewLocation
(
const FVector2D& ViewPosition2D |
WaterMeshSceneProxy.h | ||
uint32 GetAllocatedSize() |
WaterMeshSceneProxy.h | ||
bool UpdateViewWaterQuadTree
(
int32 Key, |
Updates an existing quadtree by reconstructing it at a new CenterPosition. Returns true if the quadtree exists and was updated and false otherwise. | WaterMeshSceneProxy.h |
Overridden from FPrimitiveSceneProxy
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AcceptOcclusionResults
(
const FSceneView* View, |
WaterMeshSceneProxy.h | ||
virtual bool CanBeOccluded() |
WaterMeshSceneProxy.h | ||
virtual void CreateRenderThreadResources
(
FRHICommandListBase& RHICmdList |
WaterMeshSceneProxy.h | ||
virtual void DestroyRenderThreadResources() |
WaterMeshSceneProxy.h | ||
virtual void GetDynamicMeshElements
(
const TArray< const FSceneView* >& Views, |
WaterMeshSceneProxy.h | ||
virtual uint32 GetMemoryFootprint() |
WaterMeshSceneProxy.h | ||
virtual const TArray< FBoxSphereBounds > * GetOcclusionQueries
(
const FSceneView* View |
WaterMeshSceneProxy.h | ||
virtual SIZE_T GetTypeHash() |
WaterMeshSceneProxy.h | ||
virtual FPrimitiveViewRelevance GetViewRelevance
(
const FSceneView* View |
WaterMeshSceneProxy.h | ||
virtual bool HasSubprimitiveOcclusionQueries() |
WaterMeshSceneProxy.h |