ForestItemData

Engine/source/forest/forestItem.h

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Protected Types

Parent 

Public Types

ReloadSignal 

Protected Static Attributes

Protected Attributes

Public Attributes

bool

Can other objects or spacial queries hit items of this type.

Mass used in calculating spring forces.

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.

Protected Functions

Public Functions

bool
canBillboard(const SceneRenderState * state, const ForestItem & item, F32 distToCamera)
bool

Called when the object is added to the sim.

onNameChange(const char * name)

Called when the object's name is changed.

Called from Forest the first time a datablock is used in order to lazy load content.

bool

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