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WaterTexture.uc
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2003-10-22
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//=======================================================================================
// WaterTexture: Base class for fractal water textures. Parent of Wave- and WetTexture.
// This is a built-in Unreal class and it shouldn't be modified.
//=======================================================================================
class WaterTexture extends FractalTexture
native
noexport
abstract;
//
// Water drops.
//
enum WDrop
{
DROP_FixedDepth , // Fixed depth spot, A=depth
DROP_PhaseSpot , // Phased depth spot, A=frequency B=phase
DROP_ShallowSpot , // Shallower phased depth spot, A=frequency B=phase
DROP_HalfAmpl , // Half-amplitude (only 128+ values)
DROP_RandomMover , // Randomly moves around
DROP_FixedRandomSpot , // Fixed spot with random output
DROP_WhirlyThing , // Moves in small circles, A=speed B=depth
DROP_BigWhirly , // Moves in large circles, A=speed B=depth
DROP_HorizontalLine , // Horizontal line segment
DROP_VerticalLine , // Vertical line segment
DROP_DiagonalLine1 , // Diagonal '/'
DROP_DiagonalLine2 , // Diagonal '\'
DROP_HorizontalOsc , // Horizontal oscillating line segment
DROP_VerticalOsc , // Vertical oscillating line segment
DROP_DiagonalOsc1 , // Diagonal oscillating '/'
DROP_DiagonalOsc2 , // Diagonal oscillating '\'
DROP_RainDrops , // General random raindrops, A=depth B=distribution radius
DROP_AreaClamp , // Clamp spots to indicate shallow/dry areas
DROP_LeakyTap ,
DROP_DrippyTap ,
};
//
// Information about a single drop.
//
struct ADrop
{
var WDrop Type; // Drop type.
var byte Depth; // Drop heat.
var byte X; // Spark X location (0 - Xdimension-1).
var byte Y; // Spark Y location (0 - Ydimension-1).
var byte ByteA; // X-speed.
var byte ByteB; // Y-speed.
var byte ByteC; // Age, Emitter freq. etc.
var byte ByteD; // Exp.Time etc.
};
//
// Water parameters.
//
var(WaterPaint) WDrop DropType;
var(WaterPaint) byte WaveAmp;
var(WaterPaint) byte FX_Frequency;
var(WaterPaint) byte FX_Phase;
var(WaterPaint) byte FX_Amplitude;
var(WaterPaint) byte FX_Speed;
var(WaterPaint) byte FX_Radius;
var(WaterPaint) byte FX_Size;
var(WaterPaint) byte FX_Depth;
var(WaterPaint) byte FX_Time;
var int NumDrops;
var ADrop Drops[256];
var transient int SourceFields;
var transient byte RenderTable[1028];
var transient byte WaterTable[1536];
var transient byte WaterParity;
var transient int OldWaveAmp;
defaultproperties
{
}