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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Functions | |
Math|Random | |
| FVector | NextSobolCell3D (int Index, int NumCells=1, FVector PreviousValue=FVector(0.000000, 0.000000, 0.000000)) |
| void | ImportanceSample (FImportanceTexture Texture, FVector2D Rand, int Samples, float32 Intensity, FVector2D &SamplePosition, FLinearColor &SampleColor, float32 &SampleIntensity, float32 &SampleSize) |
| Distribute sample points proportional to Texture2D luminance. | |
| FImportanceTexture | MakeImportanceTexture (UTexture2D Texture, EImportanceWeight WeightingFunc) |
| Create an FImportanceTexture object for texture-driven importance sampling from a 2D RGBA8 texture. | |
| FVector2D | NextSobolCell2D (int Index, int NumCells=1, FVector2D PreviousValue=FVector2D(0.000000, 0.000000)) |
| void | BreakImportanceTexture (FImportanceTexture ImportanceTexture, UTexture2D &Texture, EImportanceWeight &WeightingFunc) |
| Get texture used to create an ImportanceTexture object. | |
| float32 | NextSobolFloat (int Index, int Dimension, float32 PreviousValue) |
| FVector2D | RandomSobolCell2D (int Index, int NumCells=1, FVector2D Cell=FVector2D(0.000000, 0.000000), FVector2D Seed=FVector2D(0.000000, 0.000000)) |
| FVector | RandomSobolCell3D (int Index, int NumCells=1, FVector Cell=FVector(0.000000, 0.000000, 0.000000), FVector Seed=FVector(0.000000, 0.000000, 0.000000)) |
| float32 | RandomSobolFloat (int Index, int Dimension, float32 Seed) |
| void BreakImportanceTexture | ( | FImportanceTexture | ImportanceTexture, |
| UTexture2D & | Texture, | ||
| EImportanceWeight & | WeightingFunc ) |
Get texture used to create an ImportanceTexture object.
| ImportanceTexture | The source ImportanceTexture object |
| WeightingFunc | How to turn the texture data into probability weights |
| void ImportanceSample | ( | FImportanceTexture | Texture, |
| FVector2D | Rand, | ||
| int | Samples, | ||
| float32 | Intensity, | ||
| FVector2D & | SamplePosition, | ||
| FLinearColor & | SampleColor, | ||
| float32 & | SampleIntensity, | ||
| float32 & | SampleSize ) |
Distribute sample points proportional to Texture2D luminance.
| Rand | Random 2D point with components evenly distributed between 0 and 1 |
| Samples | Total number of samples that will be used |
| Intensity | Total intensity for light |
| FImportanceTexture MakeImportanceTexture | ( | UTexture2D | Texture, |
| EImportanceWeight | WeightingFunc ) |
Create an FImportanceTexture object for texture-driven importance sampling from a 2D RGBA8 texture.
| Texture | Texture object to use. Must be RGBA8 format. |
| WeightingFunc | How to turn the texture data into probability weights |
| FVector2D NextSobolCell2D | ( | int | Index, |
| int | NumCells = 1, | ||
| FVector2D | PreviousValue = FVector2D ( 0.000000 , 0.000000 ) ) |
| Index | Which sequential point |
| NumCells | Size of cell grid, 1 to 32768. Rounded up to the next power of two |
| PreviousValue | The Sobol value for Index-1 |
| FVector NextSobolCell3D | ( | int | Index, |
| int | NumCells = 1, | ||
| FVector | PreviousValue = FVector ( 0.000000 , 0.000000 , 0.000000 ) ) |
| Index | Which sequential point |
| NumCells | Size of cell grid, 1 to 1024. Rounded up to the next power of two |
| PreviousValue | The Sobol value for Index-1 |
| float32 NextSobolFloat | ( | int | Index, |
| int | Dimension, | ||
| float32 | PreviousValue ) |
| Index | Which sequential point |
| Dimension | Which Sobol dimension (0 to 15) |
| PreviousValue | The Sobol value for Index-1 |
| FVector2D RandomSobolCell2D | ( | int | Index, |
| int | NumCells = 1, | ||
| FVector2D | Cell = FVector2D ( 0.000000 , 0.000000 ), | ||
| FVector2D | Seed = FVector2D ( 0.000000 , 0.000000 ) ) |
| Index | Which sequential point in the cell (starting at 0) |
| NumCells | Size of cell grid, 1 to 32768. Rounded up to the next power of two |
| Cell | Give a point from this integer grid cell |
| Seed | Random 2D seed (components in the range 0-1) to randomize across multiple sequences |
| FVector RandomSobolCell3D | ( | int | Index, |
| int | NumCells = 1, | ||
| FVector | Cell = FVector ( 0.000000 , 0.000000 , 0.000000 ), | ||
| FVector | Seed = FVector ( 0.000000 , 0.000000 , 0.000000 ) ) |
| Index | Which sequential point in the cell (starting at 0) |
| NumCells | Size of cell grid, 1 to 1024. Rounded up to the next power of two |
| Cell | Give a point from this integer grid cell |
| Seed | Random 3D seed (components in the range 0-1) to randomize across multiple sequences |
| float32 RandomSobolFloat | ( | int | Index, |
| int | Dimension, | ||
| float32 | Seed ) |
| Index | Which sequential point |
| Dimension | Which Sobol dimension (0 to 15) |
| Seed | Random seed (in the range 0-1) to randomize across multiple sequences |