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/*============================================================================= Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. =============================================================================*/ class SpeedTree extends Object native(SpeedTree); /** Helper object to allow SpeedTree to be script exposed. */ var duplicatetransient native const pointer SRH{class FSpeedTreeResourceHelper}; // Editor-accesible variables /** Random seed for tree creation. */ var() int RandomSeed; /** Sink the tree partially underground. */ var() float Sink; /** The probability of a shadow ray being blocked by the leaf material. */ var(Lighting) float LeafStaticShadowOpacity; /** Branch material. */ var(Material) MaterialInterface BranchMaterial; /** Frond material. */ var(Material) MaterialInterface FrondMaterial; /** Leaf material. */ var(Material) MaterialInterface LeafMaterial; /** Billboard material. */ var(Material) MaterialInterface BillboardMaterial; // SpeedWind variables (explained in the SpeedTreeCAD documentation) var(Wind) float MaxBendAngle; var(Wind) float BranchExponent; var(Wind) float LeafExponent; var(Wind) float Response; var(Wind) float ResponseLimiter; var(Wind) float Gusting_MinStrength; var(Wind) float Gusting_MaxStrength; var(Wind) float Gusting_Frequency; var(Wind) float Gusting_MinDuration; var(Wind) float Gusting_MaxDuration; var(Wind) float BranchHorizontal_LowWindAngle; var(Wind) float BranchHorizontal_LowWindSpeed; var(Wind) float BranchHorizontal_HighWindAngle; var(Wind) float BranchHorizontal_HighWindSpeed; var(Wind) float BranchVertical_LowWindAngle; var(Wind) float BranchVertical_LowWindSpeed; var(Wind) float BranchVertical_HighWindAngle; var(Wind) float BranchVertical_HighWindSpeed; var(Wind) float LeafRocking_LowWindAngle; var(Wind) float LeafRocking_LowWindSpeed; var(Wind) float LeafRocking_HighWindAngle; var(Wind) float LeafRocking_HighWindSpeed; var(Wind) float LeafRustling_LowWindAngle; var(Wind) float LeafRustling_LowWindSpeed; var(Wind) float LeafRustling_HighWindAngle; var(Wind) float LeafRustling_HighWindSpeed; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) defaultproperties { RandomSeed=1 LeafStaticShadowOpacity=0.500000 MaxBendAngle=35.000000 BranchExponent=1.000000 LeafExponent=1.000000 Response=0.100000 ResponseLimiter=0.010000 Gusting_MinStrength=0.250000 Gusting_MaxStrength=1.250000 Gusting_Frequency=0.400000 Gusting_MinDuration=2.000000 Gusting_MaxDuration=15.000000 BranchHorizontal_LowWindAngle=3.000000 BranchHorizontal_LowWindSpeed=1.500000 BranchHorizontal_HighWindAngle=3.000000 BranchHorizontal_HighWindSpeed=1.500000 BranchVertical_LowWindAngle=4.000000 BranchVertical_LowWindSpeed=2.000000 BranchVertical_HighWindAngle=4.000000 BranchVertical_HighWindSpeed=2.000000 LeafRocking_LowWindAngle=5.000000 LeafRocking_LowWindSpeed=1.000000 LeafRocking_HighWindAngle=5.000000 LeafRocking_HighWindSpeed=3.000000 LeafRustling_LowWindAngle=7.000000 LeafRustling_LowWindSpeed=0.100000 LeafRustling_HighWindAngle=5.000000 LeafRustling_HighWindSpeed=15.000000 Name="Default__SpeedTree" ObjectArchetype=Object'Core.Default__Object' } |
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