ForestItemData
Engine/source/forest/forestItem.h
Protected Types
Parent
Protected Attributes
bool
Public Attributes
bool
Can other objects or spacial queries hit items of this type.
This is the radius used during placement to ensure the element isn't crowded up against other trees.
Shape file for this item type.
This is used to control the overall bend amount of the tree by wind and impacts.
Amplitude of the effect on larger branches.
Amplitude of the winds effect on leafs/fronds.
Frequency (speed) of the effect on leafs/fronds.
Overall scale to the effect of wind.
Public Static Functions
Public Functions
bool
canBillboard(const SceneRenderState * state, const ForestItem & item, F32 distToCamera)
bool
onAdd()
Called when the object is added to the sim.
onNameChange(const char * name)
Called when the object's name is changed.
bool
render(TSRenderState * rdata, const ForestItem & item)
unpackData(BitStream * stream)
Detailed Description
Protected Types
typedef SimDataBlock Parent
Public Types
typedef Signal< void(void)> ReloadSignal
Protected Static Attributes
SimSet * smSet
Protected Attributes
bool mNeedPreload
Public Attributes
bool mCollidable
Can other objects or spacial queries hit items of this type.
F32 mDampingCoefficient
F32 mMass
Mass used in calculating spring forces.
F32 mRadius
This is the radius used during placement to ensure the element isn't crowded up against other trees.
F32 mRigidity
StringTableEntry mShapeFile
Shape file for this item type.
F32 mTightnessCoefficient
F32 mTrunkBendScale
This is used to control the overall bend amount of the tree by wind and impacts.
F32 mWindBranchAmp
Amplitude of the effect on larger branches.
F32 mWindDetailAmp
Amplitude of the winds effect on leafs/fronds.
F32 mWindDetailFreq
Frequency (speed) of the effect on leafs/fronds.
F32 mWindScale
Overall scale to the effect of wind.
Protected Functions
_preload()
Reimplemented by: TSForestItemData
Public Static Functions
consoleInit()
find(const char * name)
getReloadSignal()
getSet()
initPersistFields()
Public Functions
ForestItemData()
~ForestItemData()
allocateBatch()
Reimplemented by: TSForestItemData
canBillboard(const SceneRenderState * state, const ForestItem & item, F32 distToCamera)
Reimplemented by: TSForestItemData
DECLARE_CONOBJECT(ForestItemData )
getObjBox()
Reimplemented by: TSForestItemData
onAdd()
Reimplemented from: SimDataBlock
Reimplemented by: TSForestItemData
onNameChange(const char * name)
Reimplemented from: SimObject
packData(BitStream * stream)
Reimplemented from: SimDataBlock
preload()
Called from Forest the first time a datablock is used in order to lazy load content.
render(TSRenderState * rdata, const ForestItem & item)
Reimplemented by: TSForestItemData
unpackData(BitStream * stream)
Reimplemented from: SimDataBlock