Main   Class List   Namespace List   Wiki

GroundCover Class Reference
[Foliage]

Covers the ground in a field of objects (IE: Grass, Flowers, etc). More...

Inheritance diagram for GroundCover:
Inheritance graph
[legend]

List of all members.

Public Attributes

GroundCover General

RectF billboardUVs [8]
 Subset material UV coordinates for this cover billboard.
float clumpExponent [8]
 An exponent used to bias between the minimum and maximum clump counts for a particular clump.
float clumpRadius [8]
 The maximum clump radius.
float dissolveRadius
 This is less than or equal to radius and defines when fading of cover elements begins.
int gridSize
 The number of cells per axis in the grid.
bool invertLayer [8]
 Indicates that the terrain material index given in 'layer' is an exclusion mask.
string layer [8]
 Terrain material name to limit coverage to, or blank to not limit.
string Material
 Material used by all GroundCover segments.
float maxBillboardTiltAngle
 The maximum amout of degrees the billboard will tilt down to match the camera.
int maxClumpCount [8]
 The maximum amount of elements in a clump.
int maxElements
 The maximum amount of cover elements to include in the grid at any one time.
float maxElevation [8]
 The maximum world space elevation for placement.
float maxSlope [8]
 The maximum slope angle in degrees for placement.
int minClumpCount [8]
 The minimum amount of elements in a clump.
float minElevation [8]
 The minimum world space elevation for placement.
float probability [8]
 The probability of one cover type verses another (relative to all cover types).
float radius
 Outer generation radius from the current camera position.
float reflectScale
 Scales the various culling radii when rendering a reflection. Typically for water.
int seed
 This RNG seed is saved and sent to clients for generating the same cover.
float shapeCullRadius
 This is the distance at which DTS elements are completely culled out.
filename shapeFilename [8]
 The cover shape filename. [Optional].
bool shapesCastShadows
 Whether DTS elements should cast shadows or not.
float sizeExponent [8]
 An exponent used to bias between the minimum and maximum random sizes.
float sizeMax [8]
 The maximum random size of this cover type.
float sizeMin [8]
 The minimum random size for each cover type.
float windScale [8]
 The wind effect scale.
float zOffset
 Offset along the Z axis to render the ground cover.
GroundCover Debug

bool lockFrustum
 Debug parameter for locking the culling frustum which will freeze the cover generation.
bool noBillboards
 Debug parameter for turning off billboard rendering.
bool noShapes
 Debug parameter for turning off shape rendering.
bool renderCells
 Debug parameter for displaying the grid cells.
GroundCover Wind

Point2F windDirection
 The direction of the wind.
float windGustFrequency
 Controls how often the wind gust peaks per second.
float windGustLength
 The length in meters between peaks in the wind gust.
float windGustStrength
 The maximum distance in meters that the peak wind gust will displace an element.
float windTurbulenceFrequency
 Controls the overall rapidity of the wind turbulence.
float windTurbulenceStrength
 The maximum distance in meters that the turbulence can displace a ground cover element.

Static Public Attributes

static bool isRenderable
 Disables rendering of all instances of this type.
static bool isSelectable
 Disables selection of all instances of this type.
static int renderedBatches
 Stat for number of rendered billboard batches.
static int renderedBillboards
 Stat for number of rendered billboards.
static int renderedCells
 Stat for number of rendered cells.
static int renderedShapes
 Stat for number of rendered shapes.

Detailed Description

Covers the ground in a field of objects (IE: Grass, Flowers, etc).


Member Data Documentation

Subset material UV coordinates for this cover billboard.

An exponent used to bias between the minimum and maximum clump counts for a particular clump.

The maximum clump radius.

This is less than or equal to radius and defines when fading of cover elements begins.

The number of cells per axis in the grid.

Indicates that the terrain material index given in 'layer' is an exclusion mask.

Disables rendering of all instances of this type.

Reimplemented from SceneObject.

Disables selection of all instances of this type.

Reimplemented from SceneObject.

string GroundCover::layer[8]

Terrain material name to limit coverage to, or blank to not limit.

Debug parameter for locking the culling frustum which will freeze the cover generation.

Material used by all GroundCover segments.

The maximum amout of degrees the billboard will tilt down to match the camera.

The maximum amount of elements in a clump.

The maximum amount of cover elements to include in the grid at any one time.

The maximum world space elevation for placement.

The maximum slope angle in degrees for placement.

The minimum amount of elements in a clump.

The minimum world space elevation for placement.

Debug parameter for turning off billboard rendering.

Debug parameter for turning off shape rendering.

The probability of one cover type verses another (relative to all cover types).

Outer generation radius from the current camera position.

Scales the various culling radii when rendering a reflection. Typically for water.

Debug parameter for displaying the grid cells.

This RNG seed is saved and sent to clients for generating the same cover.

This is the distance at which DTS elements are completely culled out.

The cover shape filename. [Optional].

Whether DTS elements should cast shadows or not.

An exponent used to bias between the minimum and maximum random sizes.

The maximum random size of this cover type.

The minimum random size for each cover type.

The direction of the wind.

Controls how often the wind gust peaks per second.

The length in meters between peaks in the wind gust.

The maximum distance in meters that the peak wind gust will displace an element.

The wind effect scale.

Controls the overall rapidity of the wind turbulence.

The maximum distance in meters that the turbulence can displace a ground cover element.

Offset along the Z axis to render the ground cover.



Copyright © GarageGames, LLC. All Rights Reserved.