Precipitation Class Reference#include <precipitation.h>
Inheritance diagram for Precipitation: ![]()
Member Typedef Documentation
Reimplemented from GameBase.
Member Enumeration Documentation
Constructor & Destructor Documentation
Member Function DocumentationProcesses a move event and updates object state once every 32 milliseconds. This takes place both on the client and server, every 32 milliseconds (1 tick).
Reimplemented from GameBase. Interpolates between tick events. This takes place on the CLIENT ONLY.
Reimplemented from GameBase.
Adds/removes drops from the list to have the right # of drops.
Deletes the entire drop list.
Re-inits the texture coord lookup tables.
Re-inits the textures and shaders.
Fills drop info with random velocity, x/y positions, and mass.
Same as spawnDrop except also does z position.
Casts a ray to see if/when a drop will collide.
Wraps a drop within the specified box.
Removes a drop from the splash list.
Called when the SceneGraph is ready for the registration of RenderImages.
Reimplemented from SceneObject.
Sets the Object -> World transform.
Reimplemented from SceneObject.
Called after any property of the object is changed in the world editor.
Reimplemented from GameBase.
Called when a new datablock is set. This allows subclasses to appropriately handle new datablocks.
Reimplemented from GameBase.
Register dynamic fields in a subclass of ConsoleObject.
Reimplemented from GameBase.
Instructs this object to pack its state for transfer over the network.
Reimplemented from GameBase.
This is used to smoothly change the turbulence over a desired time period. Setting ms to zero will cause the change to be instantaneous. Setting max zero will disable turbulence.
Member Data Documentation
Reimplemented from GameBase.
Drop linked list head.
Splash linked list head.
texture coords for rain texture
texture coordinates for splash texture
Ambient sound.
The shader used for raindrops.
Texture handle for raindrop.
The shader used for splashes.
Texture handle for splash.
Used to skip processTick when we haven't been visible.
Stores the current drop hit mask.
Does the system follow the camera or stay where it's placed.
Droplet billboard size.
Splash billboard size.
True to use true billboards, false for axis-aligned billboards.
How long in milliseconds a splash will last.
Animate the splashes using the frames in the texture.
If greater than zero, will animate the drops from the frames in the texture.
Number of drops in the scene.
Server-side set var (NOT exposed to console) which controls how many drops are present [0,1].
Minimum downward speed of drops.
Maximum downward speed of drops.
Minimum mass of drops.
Maximum mass of drops.
How far away in the x and y directions drops will render.
How high drops will render.
Coefficient to sin/cos for adding turbulence.
How fast the turbulence wraps in a circle.
Whether to use turbulence or not (MAY EFFECT PERFORMANCE).
This enables shading of the drops and splashes by the sun color.
Set it to 0 to disable the glow or use it to control the intensity of each channel.
This enables the precipitation to be rendered during reflection passes. This is expensive.
This enables the wind from the sky SceneObject to effect the velocitiy of the drops.
Rotate the drops relative to the camera velocity This is useful for "streak" type drops.
Whether or not to do collision.
Should drops collide with players.
Should drops collide with vehicles.
The distance at which fading of the particles begins.
The distance at which fading of the particles ends.
The maximum drops allowed in one render batch.
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