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Unreal Engine C++ API Reference > Runtime > Engine
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/SpeedTreeWind.h |
Include | #include "SpeedTreeWind.h" |
Syntax
class FSpeedTreeWind
Remarks
SpeedTreeWind.h
*** INTERACTIVE DATA VISUALIZATION (IDV) PROPRIETARY INFORMATION ***
This software is supplied under the terms of a license agreement or nondisclosure agreement with Interactive Data Visualization and may not be copied or disclosed except in accordance with the terms of that agreement. Copyright (c) 2003-2012 IDV, Inc. All Rights Reserved.
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Variables
Type | Name | Description | |
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bool[NUM_WIND_OPTIONS] | m_abOptions | |
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float[3] | m_afBranchWindAnchor | |
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float[3] | m_afDirection | |
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float[3] | m_afDirectionAtStart | |
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float[3] | m_afDirectionMidTarget | |
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float[3] | m_afDirectionTarget | |
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float[NUM_OSC_COMPONENTS] | m_afOscillationTimes | |
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float[2] | m_afRollingOffset | |
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float[NUM_SHADER_VALUES *2] | m_afShaderTable | Includes Previous frame's values after current. |
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bool | m_bGustingEnabled | |
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bool | m_bNeedsReload | |
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float | m_fCombinedStrength | |
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double | m_fDirectionChangeEndTime | |
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double | m_fDirectionChangeStartTime | |
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double | m_fElapsedTime | |
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float | m_fGust | |
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double | m_fGustAtStart | |
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double | m_fGustFallStart | |
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double | m_fGustFallTarget | |
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double | m_fGustRiseTarget | |
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double | m_fGustStart | |
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double | m_fGustTarget | |
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double | m_fLastTime | |
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float | m_fMaxBranchLevel1Length | |
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float | m_fStrength | |
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float | m_fStrengthAtStart | |
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double | m_fStrengthChangeEndTime | |
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double | m_fStrengthChangeStartTime | |
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float | m_fStrengthTarget | |
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SParams | m_sParams |
Constructors
Type | Name | Description | |
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ENGINE_API | Default constructor for FSpeedTreeWind. |
Functions
Type | Name | Description | |
---|---|---|---|
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ENGINE_API void | Advance
(
bool bEnabled, |
Animation |
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void | ComputeWindAnchor
(
float* pPos |
Computes the wind anchor position based on current wind conditions. |
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ENGINE_API void | EnableGusting
(
bool bEnabled |
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ENGINE_API const float * | ||
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ENGINE_API float | ||
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ENGINE_API const FSpeedTreeWind::SParams & | GetParams () |
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ENGINE_API const float * | ||
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void | Gust
(
double fTime |
Advances the gust parameter and randomly gusts if it can (e.g., the gust is not dying off or rising) based on the gust frequency. |
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float | Interpolate
(
float fA, |
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ENGINE_API bool | IsOptionEnabled
(
EOptions eOption |
|
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float | LinearSigmoid
(
float fInput, |
Converts an input value (fInput) in the range [0.0, 1.0] to an s-curve. The parameter fLinearness flattens out the s-curve where 0.0 = s-curve and 1.0 = linear. |
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bool | NeedsReload () |
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void | Normalize
(
float* pVector |
Normalizes the the incoming vector (pVector). |
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float | RandomFloat
(
float fMin, |
|
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ENGINE_API void | Scale
(
float fScalar |
|
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ENGINE_API void | SetDirection
(
const FVector& vDir |
|
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ENGINE_API void | SetGustFrequency
(
float fGustFreq |
|
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ENGINE_API void | SetGustMax
(
float InGustMax |
|
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ENGINE_API void | SetGustMin
(
float InGustMin |
Instantly set gust min/max. Trees will pop if visible. Don't call during gameplay while trees are visible. |
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ENGINE_API void | SetInitDirection
(
const FVector& vDir |
|
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void | SetNeedsReload
(
bool bReload |
|
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ENGINE_API void | Shader options | |
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ENGINE_API void | SetParams
(
const FSpeedTreeWind::SParams& sParams |
Settings |
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ENGINE_API void | SetStrength
(
float fStrength |
Sets the desired strength (fStrength). The FSpeedTreeWind::Advance( ) function will make the actual strength get there smoothly based on the strength response time. |
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ENGINE_API void | SetTreeValues
(
const FVector& vBranchAnchor, |
Tree-specific values |
Classes
Type | Name | Description | |
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SBranchWindLevel | ||
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SParams | ||
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SWindGroup |
Enums
Type | Name | Description | |
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Constants | ||
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EOptions | Shader state that are set at compile time | |
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EOscillationComponents | Wind simulation components that oscillate | |
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EShaderValues | Values to be uploaded as shader constants |