GroundCover

consoledoc.h

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

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GroundCover General

string
assetIdString
float

Outer generation radius from the current camera position.

float

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

float

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

int

The number of cells per axis in the grid.

float

Offset along the Z axis to render the ground cover.

int

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

int

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

float

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

float

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

bool

Whether DTS elements should cast shadows or not.

RectF

Subset material UV coordinates for this cover billboard.

filename

The cover shape filename. [Optional].

string
layer [8]

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

bool

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

float

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

float
sizeMin [8]

The minimum random size for each cover type.

float
sizeMax [8]

The maximum random size of this cover type.

float

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

float

The wind effect scale.

float

The minimum slope angle in degrees for placement.

float

The maximum slope angle in degrees for placement.

bool

Use the terrain's slope for angle.

float
minRotX [8]

minumum amount of rotation along the X axis to add

float
maxRotX [8]

maximum amount of rotation along the X axis to add

float
minRotY [8]

minumum amount of rotation along the Y axis to add

float
maxRotY [8]

maximum amount of rotation along the Y axis to add

float

The minimum world space elevation for placement.

float

The maximum world space elevation for placement.

int

The minimum amount of elements in a clump.

int

The maximum amount of elements in a clump.

float

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

float

The maximum clump radius.

GroundCover Wind

Point2F

The direction of the wind.

float

The length in meters between peaks in the wind gust.

float

Controls how often the wind gust peaks per second.

float

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

float

Controls the overall rapidity of the wind turbulence.

float

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

GroundCover Debug

bool

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

bool

Debug parameter for displaying the grid cells.

bool

Debug parameter for turning off billboard rendering.

bool

Debug parameter for turning off shape rendering.

Public Static Attributes

bool

Disables rendering of all instances of this type.

bool

Disables selection of all instances of this type.

int

Stat for number of rendered billboard batches.

int

Stat for number of rendered billboards.

int

Stat for number of rendered cells.

int

Stat for number of rendered shapes.

Detailed Description

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

GroundCover General

string MaterialFile 

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assetIdString MaterialAsset 

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float radius 

Outer generation radius from the current camera position.

float dissolveRadius 

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

float reflectScale 

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

int gridSize 

The number of cells per axis in the grid.

float zOffset 

Offset along the Z axis to render the ground cover.

int seed 

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

int maxElements 

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

float maxBillboardTiltAngle 

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

float shapeCullRadius 

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

bool shapesCastShadows 

Whether DTS elements should cast shadows or not.

RectF billboardUVs [8]

Subset material UV coordinates for this cover billboard.

filename shapeFilename [8]

The cover shape filename. [Optional].

string layer [8]

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

bool invertLayer [8]

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

float probability [8]

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

float sizeMin [8]

The minimum random size for each cover type.

float sizeMax [8]

The maximum random size of this cover type.

float sizeExponent [8]

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

float windScale [8]

The wind effect scale.

float minSlope [8]

The minimum slope angle in degrees for placement.

float maxSlope [8]

The maximum slope angle in degrees for placement.

bool conformToNormal [8]

Use the terrain's slope for angle.

float minRotX [8]

minumum amount of rotation along the X axis to add

float maxRotX [8]

maximum amount of rotation along the X axis to add

float minRotY [8]

minumum amount of rotation along the Y axis to add

float maxRotY [8]

maximum amount of rotation along the Y axis to add

float minElevation [8]

The minimum world space elevation for placement.

float maxElevation [8]

The maximum world space elevation for placement.

int minClumpCount [8]

The minimum amount of elements in a clump.

int maxClumpCount [8]

The maximum amount of elements in a clump.

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.

GroundCover Wind

Point2F windDirection 

The direction of the wind.

float windGustLength 

The length in meters between peaks in the wind gust.

float windGustFrequency 

Controls how often the wind gust peaks per second.

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.

GroundCover Debug

bool lockFrustum 

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

bool renderCells 

Debug parameter for displaying the grid cells.

bool noBillboards 

Debug parameter for turning off billboard rendering.

bool noShapes 

Debug parameter for turning off shape rendering.

Public Static Attributes

bool isRenderable 

Disables rendering of all instances of this type.

bool isSelectable 

Disables selection of all instances of this type.

int renderedBatches 

Stat for number of rendered billboard batches.

int renderedBillboards 

Stat for number of rendered billboards.

int renderedCells 

Stat for number of rendered cells.

int renderedShapes 

Stat for number of rendered shapes.