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Engine.FluidSurfaceComponent

Extends
PrimitiveComponent
Modifiers
native ( Fluid ) AutoExpandCategories ( FluidSurfaceComponent , Fluid , FluidDetail ) hidecategories ( Object ) dependson ( LightmassPrimitiveSettingsObject ) editinlinenew

Utility component for drawing an interactive body of fluid. Origin is at the component location.

Core.Object
|   
+-- Core.Component
   |   
   +-- Engine.ActorComponent
      |   
      +-- Engine.PrimitiveComponent
         |   
         +-- Engine.FluidSurfaceComponent

Variables Summary
array<byte>ClampMap
floatDeactivationTimer
vectorDetailPosition
vectorEditorViewPosition
floatFluidHeight
pointerFluidSimulation
floatFluidWidth
LightMapRefLightMap
array<ShadowMap2D>ShadowMaps
vectorSimulationPosition
floatTestRippleAngle
floatTestRippleTime
floatViewDistance
Fluid
floatDeactivationDistance
boolEnableDetail
boolEnableSimulation
floatFluidDamping
floatFluidHeightScale
floatFluidTravelSpeed
floatFluidUpdateRate
floatForceContinuous
floatForceImpact
floatGPUTessellationFactor
floatGridSpacing
floatGridSpacingLowRes
floatLightingContrast
intSimulationQuadsX
intSimulationQuadsY
actorTargetDetail
actorTargetSimulation
FluidDebug
boolbPause
boolbShowDetailNormals
boolbShowDetailPosition
boolbShowFluidDetail
boolbShowFluidSimulation
boolbShowSimulationNormals
boolbShowSimulationPosition
boolbTestRipple
boolbTestRippleCenterOnDetail
floatNormalLength
floatTestRippleFrequency
floatTestRippleRadius
floatTestRippleSpeed
FluidDetail
boolbTiling
floatDetailDamping
floatDetailHeightScale
intDetailResolution
floatDetailSize
floatDetailTransfer
floatDetailTravelSpeed
floatDetailUpdateRate
FluidSurfaceComponent
materialinterfaceFluidMaterial
Lighting
intLightmapResolution
Lightmass
LightmassPrimitiveSettingsLightmassSettings
Inherited Variables from Engine.PrimitiveComponent
AbsoluteRotation, AbsoluteScale, AbsoluteTranslation, AlwaysCheckCollision, AlwaysLoadOnClient, AlwaysLoadOnServer, bAcceptsDecals, bAcceptsDecalsDuringGameplay, bAcceptsDynamicDecals, bAcceptsDynamicDominantLightShadows, bAcceptsDynamicLights, bAcceptsLights, bAcceptsStaticDecals, bAllowAmbientOcclusion, bAllowApproximateOcclusion, bAllowCullDistanceVolume, bAllowDecalAutomaticReAttach, bAllowShadowFade, bBlockFootPlacement, bCastDynamicShadow, bCastHiddenShadow, bCastShadowAsTwoSided, bCastStaticShadow, bCullModulatedShadowOnBackfaces, bCullModulatedShadowOnEmissive, bDisableAllRigidBody, bFirstFrameOcclusion, bFluidDrain, bFluidTwoWay, bForceDirectLightMap, bForceMipStreaming, bHasExplicitShadowParent, bIgnoreForceField, bIgnoreHiddenActorsMembership, bIgnoreNearPlaneIntersection, bIgnoreOwnerHidden, bIgnoreRadialForce, bIgnoreRadialImpulse, bIsRefreshingDecals, BlockActors, BlockNonZeroExtent, BlockRigidBody, BlockZeroExtent, bNotifyRigidBodyCollision, BodyInstance, bOnlyOwnerSee, Bounds, BoundsScale, bOwnerNoSee, bSelectable, bSelfShadowOnly, bSkipRBGeomCreation, bUseAsOccluder, bUseCompartment, bUseOnePassLightingOnTranslucency, bUsePrecomputedShadows, bUseViewOwnerDepthPriorityGroup, bWasSNFiltered, CachedCullDistance, CachedMaxDrawDistance, CachedParentToWorld, CanBlockCamera, CastShadow, CollideActors, CullDistance, DecalList, DecalsToReattach, DepthPriorityGroup, DetachFence, DetailMode, FogVolumeComponent, HiddenEditor, HiddenGame, LastRenderTime, LastSubmitTime, LightEnvironment, LightingChannels, LocalToWorld, LocalToWorldDeterminant, MassiveLODDistance, MaxDrawDistance, MinDrawDistance, MotionBlurInfoIndex, MotionBlurScale, OctreeNodes, OverrideLightComponent, PhysMaterialOverride, PreviewEnvironmentShadowing, PreviousLightEnvironment, RBChannel, RBCollideWithChannels, RBDominanceGroup, ReplacementPrimitive, Rotation, Scale3D, Scale, SceneInfo, ScriptRigidBodyCollisionThreshold, ShadowParent, Tag, Translation, TranslucencySortPriority, ViewOwnerDepthPriorityGroup, VisibilityId
Inherited Variables from Engine.ActorComponent
bAttached, bNeedsReattach, bNeedsUpdateTransform, bTickInEditor, Owner, Scene, TickGroup

Enumerations Summary
Inherited Enumerations from Engine.PrimitiveComponent
ERadialImpulseFalloff, ERBCollisionChannel, GJKResult

Structures Summary
Inherited Structures from Engine.PrimitiveComponent
MaterialViewRelevance, RBCollisionChannelContainer

Functions Summary
function ApplyForce (vector WorldPos, float Strength, float Radius, optional bool bImpulse)
function SetDetailPosition (vector WorldPos)
function SetSimulationPosition (vector WorldPos)
Inherited Functions from Engine.PrimitiveComponent
AddForce, AddImpulse, AddRadialForce, AddRadialImpulse, AddTorque, ClosestPointOnComponentToComponent, ClosestPointOnComponentToPoint, GetPosition, GetRootBodyInstance, GetRotation, InitRBPhys, PutRigidBodyToSleep, RetardRBLinearVelocity, RigidBodyIsAwake, SetAbsolute, SetActorCollision, SetBlockRigidBody, SetCullDistance, SetDepthPriorityGroup, SetHidden, SetIgnoreOwnerHidden, SetLightEnvironment, SetLightingChannels, SetNotifyRigidBodyCollision, SetOnlyOwnerSee, SetOwnerNoSee, SetPhysMaterialOverride, SetRBAngularVelocity, SetRBChannel, SetRBCollidesWithChannel, SetRBCollisionChannels, SetRBDominanceGroup, SetRBLinearVelocity, SetRBPosition, SetRBRotation, SetRotation, SetScale, SetScale3D, SetShadowParent, SetTraceBlocking, SetTranslation, SetViewOwnerDepthPriorityGroup, ShouldComponentAddToScene, WakeRigidBody
Inherited Functions from Engine.ActorComponent
DetachFromAny, ForceUpdate, SetComponentRBFixed, SetTickGroup


Variables Detail

ClampMap Source code

var const array<byte> ClampMap;
Stores a 1 for each clamped vertex that should not be simulated, and a 0 for each vertex that should be simulated.

DeactivationTimer Source code

var private native transient float DeactivationTimer;

DetailPosition Source code

var private native transient vector DetailPosition;

EditorViewPosition Source code

var private vector EditorViewPosition;

FluidHeight Source code

var private float FluidHeight;

FluidSimulation Source code

var private native transient const pointer FluidSimulation;
All transient member variables are contained inside the FFluidSurfaceInfo object.

FluidWidth Source code

var private float FluidWidth;

LightMap Source code

var native private const LightMapRef LightMap;
Reference to the texture lightmap resource.

ShadowMaps Source code

var private const array<ShadowMap2D> ShadowMaps;

SimulationPosition Source code

var private native transient vector SimulationPosition;

TestRippleAngle Source code

var private native transient float TestRippleAngle;

TestRippleTime Source code

var private native transient float TestRippleTime;

ViewDistance Source code

var private native transient float ViewDistance;

Fluid

DeactivationDistance Source code

var(Fluid) float DeactivationDistance;
Distance between the camera and the closest fluid edge where the fluid will deactivate and start rendering as a simple flat quad.

EnableDetail Source code

var(Fluid) bool EnableDetail;
Whether the detail simulation grid should be used or not

EnableSimulation Source code

var(Fluid) bool EnableSimulation;
Whether the vertex positions in the simulation grid should be animated or not

FluidDamping Source code

var(Fluid) float FluidDamping;
How much to dampen the amplitude of waves in the fluid (0.0-30.0)

FluidHeightScale Source code

var(Fluid) float FluidHeightScale;
Wave height scale - higher value produces higher waves

FluidTravelSpeed Source code

var(Fluid) float FluidTravelSpeed;
Wave travel speed factor for the simulation grid (0.0-1.0)

FluidUpdateRate Source code

var(Fluid) float FluidUpdateRate;
Fluid update rate in number of updates per second

ForceContinuous Source code

var(Fluid) float ForceContinuous;
How much ripple to make when an Actor moves through the fluid.

ForceImpact Source code

var(Fluid) float ForceImpact;
How much ripple to make when fluid is hit by a weapon or touched by a object for the first time.

GPUTessellationFactor Source code

var(Fluid) float GPUTessellationFactor;
How much the GPU should tessellate the fluid grid. (Only used on platforms that completely supports GPU tessellation.)

GridSpacing Source code

var(Fluid) float GridSpacing;
The size of a grid cell in the vertex simulation (in world space units)

GridSpacingLowRes Source code

var(Fluid) float GridSpacingLowRes;
Fluids automatically draw a low-resolution grid when they are deactivated. A reasonable value is needed for vertex fogging to work when the fluid is translucent. A maximum of 65000 vertices are allowed before GridSpacingLowRes is clamped.

LightingContrast Source code

var(Fluid) float LightingContrast;
Increasing this value adds more contrast to the lighting by exaggerating the curvature for the fluid normals.

SimulationQuadsX Source code

var(Fluid) int SimulationQuadsX;
Number of quads in the simulated grid (along the X-axis)

SimulationQuadsY Source code

var(Fluid) int SimulationQuadsY;
Number of quads in the simulated grid (along the Y-axis)

TargetDetail Source code

var(Fluid) actor TargetDetail;
Target actor which the detail texture will center around. If none is provided, the detail texture will center around the active camera.

TargetSimulation Source code

var(Fluid) actor TargetSimulation;
Target actor which the simulation grid will center around. If none is provided, the simulation grid will center around the active camera.

FluidDebug

bPause Source code

var(FluidDebug) transient bool bPause;
Whether to update the fluid or pause it

bShowDetailNormals Source code

var(FluidDebug) bool bShowDetailNormals;
Whether to render an overlay of the detail normal for debugging

bShowDetailPosition Source code

var(FluidDebug) bool bShowDetailPosition;
Whether to visualize the placement of the detail texture

bShowFluidDetail Source code

var(FluidDebug) transient bool bShowFluidDetail;
Whether to show the detail normalmap on the fluid

bShowFluidSimulation Source code

var(FluidDebug) transient bool bShowFluidSimulation;
Whether to visualize the height of the main fluid grid

bShowSimulationNormals Source code

var(FluidDebug) transient bool bShowSimulationNormals;
Whether to render lines for normals

bShowSimulationPosition Source code

var(FluidDebug) bool bShowSimulationPosition;
Whether to visualize the placement of the simulated grid

bTestRipple Source code

var(FluidDebug) bool bTestRipple;
Whether to enable a force for debugging

bTestRippleCenterOnDetail Source code

var(FluidDebug) bool bTestRippleCenterOnDetail;
Whether the test ripple should center on the detail texture or the main grid.

NormalLength Source code

var(FluidDebug) float NormalLength;
The length of the visualized normals, when bShowSimulationNormals is turned on

TestRippleFrequency Source code

var(FluidDebug) float TestRippleFrequency;
Number of seconds between each pling on the test ripple. 0 makes it continuous.

TestRippleRadius Source code

var(FluidDebug) float TestRippleRadius;
Radius of the test ripple, in world space

TestRippleSpeed Source code

var(FluidDebug) float TestRippleSpeed;
Angular speed of the test ripple

FluidDetail

bTiling Source code

var(FluidDetail) bool bTiling;
Whether to make the detail simulation tiled.

DetailDamping Source code

var(FluidDetail) float DetailDamping;
How much to dampen the amplitude of waves in the detail texture (0.0-30.0)

DetailHeightScale Source code

var(FluidDetail) float DetailHeightScale;
Wave height scale for the detail texture - higher value produces higher waves

DetailResolution Source code

var(FluidDetail) int DetailResolution;
Number of simulation cells along each axis in the detail texture

DetailSize Source code

var(FluidDetail) float DetailSize;
World space size of one edge of the detail texture

DetailTransfer Source code

var(FluidDetail) float DetailTransfer;
How much of an applied force should be transferred to the detail texture (0.0-1.0)

DetailTravelSpeed Source code

var(FluidDetail) float DetailTravelSpeed;
Wave travel speed factor for the detail texture (0.0-1.0)

DetailUpdateRate Source code

var(FluidDetail) float DetailUpdateRate;
Fluid update rate in number of updates per second

FluidSurfaceComponent

FluidMaterial Source code

var(FluidSurfaceComponent) materialinterface FluidMaterial;
Surface material

Lighting

LightmapResolution Source code

var(Lighting) int LightmapResolution;
Resolution of the fluid's texture lightmap.

Lightmass

LightmassSettings Source code

var(Lightmass) LightmassPrimitiveSettings LightmassSettings<ScriptOrder=true>;
The Lightmass settings for this object.


Functions Detail

ApplyForce Source code

native final function ApplyForce ( vector WorldPos, float Strength, float Radius, optional bool bImpulse )
Apply a force to the fluid.

SetDetailPosition Source code

native final function SetDetailPosition ( vector WorldPos )
Set the position of the origin of the detail texture, within the fluid.

SetSimulationPosition Source code

native final function SetSimulationPosition ( vector WorldPos )
Set the position of the origin of the simulation grid, within the fluid.


Defaultproperties

defaultproperties
{
	LightmapResolution=128
	EnableSimulation=true
	EnableDetail=true
	DeactivationDistance=3000.0
	FluidUpdateRate=30.0
	DetailUpdateRate=30.0
	bTiling=false
	FluidHeightScale=1.0
	DetailHeightScale=1.0
	bPause=false
	SimulationQuadsX=200
	SimulationQuadsY=200
	GridSpacing=10.0
	GridSpacingLowRes=800.0
	DetailResolution=256
	DetailSize=500
	FluidDamping=1.0
	FluidTravelSpeed=1.0
	DetailDamping=1.0
	DetailTravelSpeed=1.0
	DetailTransfer=0.5
	bTestRipple=false
	TestRippleSpeed=1
	TestRippleRadius=30
	TestRippleFrequency=1.0
	bShowFluidDetail=true
	bShowFluidSimulation=true
	bShowDetailNormals=false
	bShowDetailPosition=false
	bShowSimulationNormals=false
	bShowSimulationPosition=false
	NormalLength=10.0
	LightingContrast=1.0
	GPUTessellationFactor=1.0

	ForceImpact=-3.0
	ForceContinuous=-200.0

	FluidWidth=2000.0
	FluidHeight=2000.0
	TestRippleTime=0.0
	TestRippleAngle=0.0
	DeactivationTimer=10.0
	ViewDistance=0.0

	bTickInEditor=true
	CollideActors=true
	BlockZeroExtent=true
	BlockNonZeroExtent=true
	BlockRigidBody=false

	CastShadow=false
	bForceDirectLightMap=true
	bAcceptsLights=true
	bUsePrecomputedShadows=true

	
	bIgnoreNearPlaneIntersection=true
}

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Creation time: ti 22-3-2011 19:56:48.824 - Created with UnCodeX