Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 00114 00115 00116 00117 00118 00119 00120 00121 00122 00123 00124 00125 00126 00127 00128 00129 00130 00131 00132 00133 00134 00135 00136 00137 00138 00139 00140 00141 00142 00143 00144 00145 |
/*============================================================================= Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. =============================================================================*/ ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Class Declaration class SpeedTreeComponent extends PrimitiveComponent native(SpeedTree) AutoExpandCategories(Collision,Rendering,Lighting) hidecategories(Object) editinlinenew; /** USpeedTree resource. */ var(SpeedTree) const SpeedTree SpeedTree; // Flags /** Whether to draw leaves or not. */ var(SpeedTree) bool bUseLeaves; /** Whether to draw branches or not. */ var(SpeedTree) bool bUseBranches; /** Whether to draw fronds or not. */ var(SpeedTree) bool bUseFronds; /** Whether billboards are drawn at the lowest LOD or not. */ var(SpeedTree) bool bUseBillboards; // LOD /** The distance for the most detailed tree. */ var(SpeedTree) float LodNearDistance; /** The distance for the lowest detail tree. */ var(SpeedTree) float LodFarDistance; /** the tree will use this LOD level (0.0 - 1.0). If -1.0, the tree will calculate its LOD normally. */ var(SpeedTree) float LodLevelOverride; // Material overrides /** Branch material. */ var(SpeedTree) MaterialInterface BranchMaterial; /** Frond material. */ var(SpeedTree) MaterialInterface FrondMaterial; /** Leaf material. */ var(SpeedTree) MaterialInterface LeafMaterial; /** Billboard material. */ var(SpeedTree) MaterialInterface BillboardMaterial; // Internal /** Icon texture. */ var editoronly private Texture2D SpeedTreeIcon; /** The static lighting for a single light's affect on the component. */ struct native SpeedTreeStaticLight { var private const Guid Guid; var private const ShadowMap1D BranchAndFrondShadowMap; var private const ShadowMap1D LeafMeshShadowMap; var private const ShadowMap1D LeafCardShadowMap; var private const ShadowMap1D BillboardShadowMap; }; /** Static lights array. */ var private const array<SpeedTreeStaticLight> StaticLights; struct LightMapRef { var native private const pointer Reference; }; /** The component's branch and frond light-map. */ var native private const LightMapRef BranchAndFrondLightMap; /** The component's leaf mesh light-map. */ var native private const LightMapRef LeafMeshLightMap; /** The component's leaf card light-map. */ var native private const LightMapRef LeafCardLightMap; /** The component's billboard light-map. */ var native private const LightMapRef BillboardLightMap; /** The component's rotation matrix (for arbitrary rotations with wind) */ var native private const Matrix RotationOnlyMatrix; /** The component's random wind matrix offset */ var native private const float WindMatrixOffset; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Default Properties defaultproperties { bUseLeaves=True bUseBranches=True bUseFronds=True bUseBillboards=True LodNearDistance=500.000000 LodFarDistance=3000.000000 LodLevelOverride=1.000000 SpeedTreeIcon=Texture2D'EditorResources.SpeedTreeLogo' bUseAsOccluder=True CastShadow=True bAcceptsLights=True bUsePrecomputedShadows=True CollideActors=True BlockActors=True BlockZeroExtent=True BlockNonZeroExtent=True BlockRigidBody=True Name="Default__SpeedTreeComponent" ObjectArchetype=PrimitiveComponent'Engine.Default__PrimitiveComponent' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |