C# Class LostPolygon.DynamicWaterSystem.DynamicWater

Inheritance: FluidVolume, IDynamicWaterSettings, IDynamicWaterMeshSettings
Show file Open project: cortexarts/Feiko-Unity-OLD Class Usage Examples

Public Properties

Property Type Description
UpdateWhenNotVisible bool
UsePlaneCollider bool

Public Methods

Method Description
CreateSplash ( Vector3 start, Vector3 end, float radius, float force ) : void

Creates a circular drop splashes on the fluid surface across the line.

CreateSplash ( Vector3 center, float radius, float force ) : void

Creates a circular drop splash on the fluid surface (if available).

ErodeObstructionField ( int iterations, byte field ) : byte[]
GetObstructionInfoArray ( GameObject gameObjects ) : ObstructionInfo[]

Gets the info required for obstruction mask generation for an array of GameObject.

GetWaterLevel ( Vector3 position ) : float

Returns water level at the given position in world space.

GetWaterLevel ( float x, float z ) : float

Returns water level at the given position in world space.

GetWaterLevel ( float x, float y, float z ) : float

Returns water level at the given position in world space.

MaxResolution ( ) : int

Returns maximum resolution (along largest side) possible for this water plane dimensions.

MaxSpeed ( ) : float

Returns maximum wave propagation speed possible for this quality level.

RecalculateObstructions ( ) : void

Recalculate the static obstructions.

Protected Methods

Method Description
CreatePlaneCollider ( ) : void

Create the child gameObject for interacting with water plane.

GetGameObjectsWithTagInBounds ( string searchTag, Bounds bounds ) : UnityEngine.GameObject[]

Returns GameObjects with tag within Bounds .

Initialize ( ) : void

Initializes the required components and creates initial Mesh.

PropertyChanged ( ) : void

Called when any property connected with the mesh is changed.

UpdateCollider ( ) : void

Update the collider boundaries.

Private Methods

Method Description
ClearMeshes ( ) : void

Removes the meshes from the memory.

CreateSplashLine ( Vector2Int start, Vector2Int end, float radius, float force ) : void
CreateSplashNormalized ( Vector2 center, float radius, float force ) : void

Creates a circular drop splash on the fluid surface (if available).

FixedUpdate ( ) : void
OnDestroy ( ) : void
OnDrawGizmos ( ) : void
SizeToGridResolution ( Vector2 size, int resolution ) : Vector2Int

The size to grid resolution.

Start ( ) : void
StepSimulation ( ) : void
UpdateComponents ( ) : void
UpdateProperties ( ) : void

Called when any property that defines the water simulation, changes.

Method Details

CreatePlaneCollider() protected method

Create the child gameObject for interacting with water plane.
protected CreatePlaneCollider ( ) : void
return void

CreateSplash() public method

Creates a circular drop splashes on the fluid surface across the line.
public CreateSplash ( Vector3 start, Vector3 end, float radius, float force ) : void
start Vector3 /// The start point in world space coordinates. ///
end Vector3 /// The end point in world space coordinates. ///
radius float /// The radius of the splash in world space units. ///
force float /// The amount of force applied to create the splash. ///
return void

CreateSplash() public method

Creates a circular drop splash on the fluid surface (if available).
public CreateSplash ( Vector3 center, float radius, float force ) : void
center Vector3 /// The center of the splash in world space coordinates. ///
radius float /// The radius of the splash in world space units. ///
force float /// The amount of force applied to create the splash. ///
return void

ErodeObstructionField() public method

public ErodeObstructionField ( int iterations, byte field ) : byte[]
iterations int
field byte
return byte[]

GetGameObjectsWithTagInBounds() protected method

Returns GameObjects with tag within Bounds .
protected GetGameObjectsWithTagInBounds ( string searchTag, Bounds bounds ) : UnityEngine.GameObject[]
searchTag string /// The tag to find GameObjects with. ///
bounds UnityEngine.Bounds /// The bounds to search within. ///
return UnityEngine.GameObject[]

GetObstructionInfoArray() public method

Gets the info required for obstruction mask generation for an array of GameObject.
public GetObstructionInfoArray ( GameObject gameObjects ) : ObstructionInfo[]
gameObjects UnityEngine.GameObject /// The array of . ///
return ObstructionInfo[]

GetWaterLevel() public method

Returns water level at the given position in world space.
public GetWaterLevel ( Vector3 position ) : float
position Vector3 /// The position at which to query the water level. ///
return float

GetWaterLevel() public method

Returns water level at the given position in world space.
public GetWaterLevel ( float x, float z ) : float
x float /// The x coordinate. ///
z float /// The z coordinate. ///
return float

GetWaterLevel() public method

Returns water level at the given position in world space.
public GetWaterLevel ( float x, float y, float z ) : float
x float /// The x coordinate. ///
y float /// The y coordinate. ///
z float /// The z coordinate. ///
return float

Initialize() protected method

Initializes the required components and creates initial Mesh.
protected Initialize ( ) : void
return void

MaxResolution() public method

Returns maximum resolution (along largest side) possible for this water plane dimensions.
public MaxResolution ( ) : int
return int

MaxSpeed() public method

Returns maximum wave propagation speed possible for this quality level.
public MaxSpeed ( ) : float
return float

PropertyChanged() protected method

Called when any property connected with the mesh is changed.
protected PropertyChanged ( ) : void
return void

RecalculateObstructions() public method

Recalculate the static obstructions.
public RecalculateObstructions ( ) : void
return void

UpdateCollider() protected method

Update the collider boundaries.
protected UpdateCollider ( ) : void
return void

Property Details

UpdateWhenNotVisible public property

Value indicating whether to update the simulation when the mesh is not visible.
public bool UpdateWhenNotVisible
return bool

UsePlaneCollider public property

Value indicating whether to generate the static plane collider on initialization.
public bool UsePlaneCollider
return bool