Navigation
API > API/Runtime > API/Runtime/Engine
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.
IDV, Inc. Web: http://www.idvinc.com
| Name | FSpeedTreeWind |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/SpeedTreeWind.h |
| Include Path | #include "SpeedTreeWind.h" |
Syntax
class FSpeedTreeWind
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ENGINE_API FSpeedTreeWind() |
Default constructor for FSpeedTreeWind. | SpeedTreeWind.h |
Structs
| Name | Remarks |
|---|---|
| SBranchWindLevel | |
| SParams | |
| SWindGroup |
Enums
Public
| Name | Remarks |
|---|---|
| Constants | |
| EOptions | Shader state that are set at compile time |
| EOscillationComponents | Wind simulation components that oscillate |
| EShaderValues | Values to be uploaded as shader constants |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ENGINE_API void Advance
(
bool bEnabled, |
Animation | SpeedTreeWind.h | |
ENGINE_API void EnableGusting
(
bool bEnabled |
SpeedTreeWind.h | ||
ENGINE_API const float * GetBranchAnchor() |
SpeedTreeWind.h | ||
ENGINE_API float GetMaxBranchLength() |
SpeedTreeWind.h | ||
ENGINE_API const FSpeedTreeWind::SParams & GetParams() |
SpeedTreeWind.h | ||
ENGINE_API const float * GetShaderTable() |
SpeedTreeWind.h | ||
ENGINE_API bool IsOptionEnabled
(
EOptions eOption |
SpeedTreeWind.h | ||
bool NeedsReload() |
SpeedTreeWind.h | ||
ENGINE_API void Scale
(
float fScalar |
SpeedTreeWind.h | ||
ENGINE_API void SetDirection
(
const FVector& vDir |
SpeedTreeWind.h | ||
ENGINE_API void SetGustFrequency
(
float fGustFreq |
SpeedTreeWind.h | ||
ENGINE_API void SetGustMax
(
float InGustMax |
SpeedTreeWind.h | ||
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. | SpeedTreeWind.h | |
ENGINE_API void SetInitDirection
(
const FVector& vDir |
SpeedTreeWind.h | ||
void SetNeedsReload
(
bool bReload |
SpeedTreeWind.h | ||
ENGINE_API void SetOption
(
EOptions eOption, |
Shader options | SpeedTreeWind.h | |
ENGINE_API void SetParams
(
const FSpeedTreeWind::SParams& sParams |
Settings | SpeedTreeWind.h | |
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. | SpeedTreeWind.h | |
ENGINE_API void SetTreeValues
(
const FVector& vBranchAnchor, |
Tree-specific values | SpeedTreeWind.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ComputeWindAnchor
(
float* pPos |
Computes the wind anchor position based on current wind conditions. | SpeedTreeWind.h | |
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. | SpeedTreeWind.h | |
float Interpolate
(
float fA, |
SpeedTreeWind.h | ||
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. | SpeedTreeWind.h | |
void Normalize
(
float* pVector |
Normalizes the the incoming vector (pVector). | SpeedTreeWind.h | |
float RandomFloat
(
float fMin, |
SpeedTreeWind.h |