ezEngine Release 26.9
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ezKrautTreeResourceDescriptor::VertexData Struct Reference

Per-vertex data for a LOD mesh. More...

#include <KrautTreeResource.h>

Public Member Functions

 EZ_DECLARE_POD_TYPE ()
 

Public Attributes

ezVec3 m_vPosition
 
ezVec3 m_vTexCoord
 U, V texture coordinates and Q (a third coordinate used for branch-along-UV mapping).
 
float m_fAmbientOcclusion = 1.0f
 
ezVec3 m_vNormal
 
ezVec3 m_vTangent
 
ezUInt8 m_uiColorVariation = 0
 
ezUInt8 m_uiBranchLevel = 0
 0 = trunk, 1 = main branches, 2 = twigs, etc. Used by the wind shader to scale bend strength per level.
 
ezUInt8 m_uiFlutterPhase = 0
 
ezVec3 m_vBendAnchor
 
float m_fAnchorBendStrength = 0
 Controls how strongly the global wind force bends the branch toward its anchor.
 
float m_fBendAndFlutterStrength = 0
 Controls the local bend and flutter magnitude for this vertex.
 

Detailed Description

Per-vertex data for a LOD mesh.

Member Data Documentation

◆ m_uiFlutterPhase

ezUInt8 ezKrautTreeResourceDescriptor::VertexData::m_uiFlutterPhase = 0

Phase shift for the per-leaf flutter animation, randomized per leaf.

◆ m_vBendAnchor

ezVec3 ezKrautTreeResourceDescriptor::VertexData::m_vBendAnchor

World-space position of the wind-simulation anchor point for this vertex. The wind shader divides by the length of (vertex - anchor), so this must never equal the vertex position (i.e. must not be zero after subtraction).


The documentation for this struct was generated from the following file: