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KF2-Dev-Scripts/Engine/Classes/InstancedFoliageSettings.uc

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class InstancedFoliageSettings extends Object
native(Foliage)
hidecategories(Object)
editinlinenew;
var(Painting) float Density;
var(Painting) float Radius;
var(Painting) float ScaleMinX;
var(Painting) float ScaleMinY;
var(Painting) float ScaleMinZ;
var(Painting) float ScaleMaxX;
var(Painting) float ScaleMaxY;
var(Painting) float ScaleMaxZ;
var(Painting) bool LockScaleX;
var(Painting) bool LockScaleY;
var(Painting) bool LockScaleZ;
var(Painting) float AlignMaxAngle;
var(Painting) float RandomPitchAngle;
var(Painting) float GroundSlope;
var(Painting) float HeightMin;
var(Painting) float HeightMax;
var(Painting) Name LandscapeLayer;
var(Painting) bool AlignToNormal;
var(Painting) bool RandomYaw;
var(Painting) bool UniformScale;
var(Painting) float ZOffsetMin;
var(Painting) float ZOffsetMax;
var(Clustering) int MaxInstancesPerCluster;
var(Clustering) float MaxClusterRadius;
var float ReapplyDensityAmount;
var bool ReapplyDensity;
var bool ReapplyRadius;
var bool ReapplyAlignToNormal;
var bool ReapplyRandomYaw;
var bool ReapplyScaleX;
var bool ReapplyScaleY;
var bool ReapplyScaleZ;
var bool ReapplyRandomPitchAngle;
var bool ReapplyGroundSlope;
var bool ReapplyHeight;
var bool ReapplyLandscapeLayer;
var bool ReapplyZOffset;
enum FoliageCullOption
{
FOLIAGECULL_Cull,
FOLIAGECULL_ScaleZ,
FOLIAGECULL_ScaleXYZ,
FOLIAGECULL_TranslateZ
};
var(Culling) int StartCullDistance;
var(Culling) int EndCullDistance;
var(Culling) FoliageCullOption CullOption;
var(Culling) EDetailMode DetailMode;
var(Lighting) bool CastShadow;
var(Lighting) bool bCastDynamicShadow;
var(Lighting) bool bCastStaticShadow;
var(Lighting) bool bSelfShadowOnly;
var(Lighting) bool bNoModSelfShadow;
var(Lighting) bool bAcceptsDynamicDominantLightShadows;
var(Lighting) bool bCastHiddenShadow;
var(Lighting) bool bCastShadowAsTwoSided;
var(Lighting) const bool bAcceptsLights;
var(Lighting) const bool bAcceptsDynamicLights;
var(Lighting) const bool bUseOnePassLightingOnTranslucency;
var(Lighting) const bool bUsePrecomputedShadows;
var(Collision) bool bCollideActors;
var(Collision) bool bBlockActors;
var(Collision) bool bBlockNonZeroExtent;
var(Collision) bool bBlockZeroExtent;
var int DisplayOrder;
var bool IsSelected;
var bool ShowNothing;
var bool ShowPaintSettings;
var bool ShowInstanceSettings;
defaultproperties
{
Density=100.0
Radius=0.0
AlignToNormal=true
RandomYaw=true
UniformScale=true
ScaleMinX=1.0
ScaleMinY=1.0
ScaleMinZ=1.0
ScaleMaxX=1.0
ScaleMaxY=1.0
ScaleMaxZ=1.0
AlignMaxAngle=0.0
RandomPitchAngle=0.0
GroundSlope=45.0
HeightMin=-262144.0
HeightMax=262144.0
ZOffsetMin=0.0
ZOffsetMax=0.0
LandscapeLayer=None
MaxInstancesPerCluster=100
MaxClusterRadius=10000.0
DisplayOrder=0
IsSelected=false
ShowNothing=false
ShowPaintSettings=true
ShowInstanceSettings=false
ReapplyDensityAmount=1.0
CastShadow=TRUE
bCastDynamicShadow=TRUE
bCastStaticShadow=TRUE
bAcceptsDynamicDominantLightShadows=TRUE
bAcceptsLights=TRUE
bAcceptsDynamicLights=TRUE
bUsePrecomputedShadows=TRUE
}