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Fire.WaterTexture


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//=======================================================================================
//  WaterTexture: Base class for fractal water textures. Parent of Wave- and WetTexture.
//  This is a built-in Unreal class and it shouldn't be modified.
//=======================================================================================

class WaterTexture expands FractalTexture
    intrinsic
    abstract;

//
// Water drops.
//

enum WDrop
{
    DROP_FixedDepth         , // Fixed depth spot, A=depth
    DROP_PhaseSpot          , // Phased depth spot, A=frequency B=phase
    DROP_ShallowSpot        , // Shallower phased depth spot, A=frequency B=phase
    DROP_HalfAmpl           , // Half-amplitude (only 128+ values)
    DROP_RandomMover        , // Randomly moves around
    DROP_FixedRandomSpot    , // Fixed spot with random output
    DROP_WhirlyThing        , // Moves in small circles, A=speed B=depth
    DROP_BigWhirly          , // Moves in large circles, A=speed B=depth
    DROP_HorizontalLine     , // Horizontal line segment
    DROP_VerticalLine       , // Vertical line segment
    DROP_DiagonalLine1      , // Diagonal '/'
    DROP_DiagonalLine2      , // Diagonal '\'
    DROP_HorizontalOsc      , // Horizontal oscillating line segment
    DROP_VerticalOsc        , // Vertical oscillating line segment
    DROP_DiagonalOsc1       , // Diagonal oscillating '/'
    DROP_DiagonalOsc2       , // Diagonal oscillating '\'
    DROP_RainDrops          , // General random raindrops, A=depth B=distribution radius
    DROP_AreaClamp          , // Clamp spots to indicate shallow/dry areas
    DROP_LeakyTap           ,
    DROP_DrippyTap          ,
};


//
// Information about a single drop.
//

struct ADrop
{
    var WDrop Type;   // Drop type.
    var byte  Depth;  // Drop heat.
    var byte  X;      // Spark X location (0 - Xdimension-1).
    var byte  Y;      // Spark Y location (0 - Ydimension-1).

    var byte  ByteA;  // X-speed.
    var byte  ByteB;  // Y-speed.
    var byte  ByteC;  // Age, Emitter freq. etc.
    var byte  ByteD;  // Exp.Time etc.
};


//
// Water parameters.
//

var(WaterPaint)                 WDrop  DropType;
var(WaterPaint)                 byte   WaveAmp;

var(WaterPaint)                 byte   FX_Frequency;
var(WaterPaint)                 byte   FX_Phase;
var(WaterPaint)                 byte   FX_Amplitude;
var(WaterPaint)                 byte   FX_Speed;
var(WaterPaint)                 byte   FX_Radius;
var(WaterPaint)                 byte   FX_Size;
var(WaterPaint)                 byte   FX_Depth;
var(WaterPaint)                 byte   FX_Time;

var                             int    NumDrops;
var                             ADrop  Drops[256];

var                 transient   int    SourceFields;
var                 transient   byte   RenderTable[1028];
var                 transient   byte   WaterTable[1536];
var                 transient   byte   WaterParity;
var                 transient   int    OldWaveAmp;

defaultproperties
{
}

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Class file time: Sun 21/2/2010 23:48:40.000 - Creation time: Sun 21/2/2010 23:49:54.410 - Created with UnCodeX