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Unreal Engine C++ API Reference > Plugins > Water
References
Module | Water |
Header | /Engine/Plugins/Experimental/Water/Source/Runtime/Public/WaterQuadTree.h |
Include | #include "WaterQuadTree.h" |
Syntax
struct FWaterQuadTree
Functions
Type | Name | Description | |
---|---|---|---|
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void | AddFarMesh
(
const UMaterialInterface* InFarMeshMaterial, |
Add an automatically generated mesh (8 quads) skirt around the main water quadtree which extends out InFarDistanceMeshExtent, is placed at Z value InFarDistanceMeshHeight and is rendered using InFarMeshMaterial |
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void | Add Lake by giving a closed spline that represents the lake | |
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void | Add Ocean by giving a closed spline that represents the land mass for this ocean. | |
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uint32 | AddWaterBodyRenderData
(
const FWaterBodyRenderData& InWaterBodyRenderData |
Add water body render data to this tree. |
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void | AddWaterTilesInsideBounds
(
const FBox& InBounds, |
Add tiles that intersect InBounds recursively from the root node. |
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void | Assign an index to each material | |
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void | BuildWaterTileInstanceData
(
const FTraversalDesc& InTraversalDesc, |
Build the instance data needed to render the water tiles from a given point of view. |
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uint32 | Total memory dynamically allocated by this object | |
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FBox | GetBounds () |
Get bounds of the root node if there is one, otherwise some default box |
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float | GetLeafSize () |
Get cached leaf world size of one side of the tile (same applies for X and Y) |
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float | GetLODDistance
(
int32 InLODLevel, |
Calculate the world distance to a LOD |
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int32 | Number of maximum leaf nodes on one side, same applies for X and Y. | |
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int32 | GetNodeCount () |
Total node count in the tree, including inner nodes, root node and leaf nodes |
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FBox2D | Return the 2D region containing water tiles. Tiles can not be generated outside of this region | |
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int32 | GetTreeDepth () |
Max depth of the tree |
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const TArray< FMaterialRenderProxy * > & | ||
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void | InitTree
(
const FBox2D& InBounds, |
Initialize the tree. |
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bool | QueryInterpolatedTileBaseHeightAtLocation
(
const FVector2D& InWorldLocationXY, |
Bilinear interpolation between four neighboring base height samples around InWorldLocationXY. |
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bool | QueryTileBaseHeightAtLocation
(
const FVector2D& InWorldLocationXY, |
Walks down the tree and returns the tile height at InWorldLocationXY in OutWorldHeight. |
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bool | QueryTileBoundsAtLocation
(
const FVector2D& InWorldLocationXY, |
Walks down the tree and returns the tile bounds at InWorldLocationXY in OutWorldBounds. |
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void | Unlock
(
bool bPruneRedundantNodes |
Unlock to make it read-only. |
Classes
Type | Name | Description | |
---|---|---|---|
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FStagingInstanceData | ||
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FTraversalDesc | Output of the quadtree when asking to traverse it for visible water tiles | |
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FTraversalOutput | Output of the quadtree when asking to traverse it for visible water tiles |
Constants
Name | Description |
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INVALID_PARENT | |
NumStreams |