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  1. <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "https://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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  8. <title>Zibra Effects: ZibraLiquid Class Reference</title>
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  76. <a href="#nested-classes">Classes</a> &#124;
  77. <a href="#pub-types">Public Types</a> &#124;
  78. <a href="#pub-methods">Public Member Functions</a> &#124;
  79. <a href="#pub-attribs">Public Attributes</a> &#124;
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  84. <div class="headertitle"><div class="title">ZibraLiquid Class Reference</div></div>
  85. </div><!--header-->
  86. <div class="contents">
  87. <p>Main ZibraLiquid component.
  88. <a href="a00858.html#details">More...</a></p>
  89. <table class="memberdecls">
  90. <tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="nested-classes" name="nested-classes"></a>
  91. Classes</h2></td></tr>
  92. <tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00862.html">BakedInitialState</a></td></tr>
  93. <tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Baked initial state. <a href="a00862.html#details">More...</a><br /></td></tr>
  94. <tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
  95. </table><table class="memberdecls">
  96. <tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-types" name="pub-types"></a>
  97. Public Types</h2></td></tr>
  98. <tr class="memitem:a7907a7b252d5672bb95235c68b0f5f21"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a7907a7b252d5672bb95235c68b0f5f21">InitialStateType</a> { <b>NoParticles</b>
  99. , <b>BakedLiquidState</b>
  100. }</td></tr>
  101. <tr class="memdesc:a7907a7b252d5672bb95235c68b0f5f21"><td class="mdescLeft">&#160;</td><td class="mdescRight">See InitialState. <a href="a00858.html#a7907a7b252d5672bb95235c68b0f5f21">More...</a><br /></td></tr>
  102. <tr class="separator:a7907a7b252d5672bb95235c68b0f5f21"><td class="memSeparator" colspan="2">&#160;</td></tr>
  103. <tr class="memitem:a87cafe63badc45546f2eb940f2a94d70"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a87cafe63badc45546f2eb940f2a94d70">RenderingMode</a> { <b>ParticleRender</b> = 0
  104. , <b>MeshRender</b> = 1
  105. , <b>UnityRender</b> = 2
  106. }</td></tr>
  107. <tr class="memdesc:a87cafe63badc45546f2eb940f2a94d70"><td class="mdescLeft">&#160;</td><td class="mdescRight">See CurrentRenderingMode. <a href="a00858.html#a87cafe63badc45546f2eb940f2a94d70">More...</a><br /></td></tr>
  108. <tr class="separator:a87cafe63badc45546f2eb940f2a94d70"><td class="memSeparator" colspan="2">&#160;</td></tr>
  109. </table><table class="memberdecls">
  110. <tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-methods" name="pub-methods"></a>
  111. Public Member Functions</h2></td></tr>
  112. <tr class="memitem:a60acfdf2246cdd98b4688277796837b6"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a60acfdf2246cdd98b4688277796837b6">IsValidBakedLiquidHeader</a> (int header)</td></tr>
  113. <tr class="memdesc:a60acfdf2246cdd98b4688277796837b6"><td class="mdescLeft">&#160;</td><td class="mdescRight">Checks whether passed int is a valid header for baked liquid state. <br /></td></tr>
  114. <tr class="separator:a60acfdf2246cdd98b4688277796837b6"><td class="memSeparator" colspan="2">&#160;</td></tr>
  115. <tr class="memitem:a0af557e93137dbb3358b82ad34849b49"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a0af557e93137dbb3358b82ad34849b49">NotifyChange</a> ()</td></tr>
  116. <tr class="memdesc:a0af557e93137dbb3358b82ad34849b49"><td class="mdescLeft">&#160;</td><td class="mdescRight">(Editor only) Triggers custom editor update. <br /></td></tr>
  117. <tr class="separator:a0af557e93137dbb3358b82ad34849b49"><td class="memSeparator" colspan="2">&#160;</td></tr>
  118. <tr class="memitem:a24538a98739b1dabfa25721d5a02b158"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a24538a98739b1dabfa25721d5a02b158">IsLoaded</a> ()</td></tr>
  119. <tr class="memdesc:a24538a98739b1dabfa25721d5a02b158"><td class="mdescLeft">&#160;</td><td class="mdescRight">Simulation needs to do some loading before simulation can start. Loading starts during initialization of engine. If it takes too long and you start simulation too early it can stall engine until loading finishes. You can use this method to show loading screen to wait for loading to end and prevent stalling. <br /></td></tr>
  120. <tr class="separator:a24538a98739b1dabfa25721d5a02b158"><td class="memSeparator" colspan="2">&#160;</td></tr>
  121. <tr class="memitem:ad17e4331232fd54c8c9e970a02edfed3"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#ad17e4331232fd54c8c9e970a02edfed3">WaitLoad</a> ()</td></tr>
  122. <tr class="memdesc:ad17e4331232fd54c8c9e970a02edfed3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Stalls engine until all loading is finished See IsLoaded <br /></td></tr>
  123. <tr class="separator:ad17e4331232fd54c8c9e970a02edfed3"><td class="memSeparator" colspan="2">&#160;</td></tr>
  124. <tr class="memitem:ab10ee8393eda59d4939ee1ba2bbadb2b"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#ab10ee8393eda59d4939ee1ba2bbadb2b">UpdateSimulationConstants</a> ()</td></tr>
  125. <tr class="memdesc:ab10ee8393eda59d4939ee1ba2bbadb2b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Updates values of some constants based on ContainerSize and GridResolution. <br /></td></tr>
  126. <tr class="separator:ab10ee8393eda59d4939ee1ba2bbadb2b"><td class="memSeparator" colspan="2">&#160;</td></tr>
  127. <tr class="memitem:ade45054ee395d72a7d1fb857b4a6a344"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#ade45054ee395d72a7d1fb857b4a6a344">GetParticleSize</a> ()</td></tr>
  128. <tr class="memdesc:ade45054ee395d72a7d1fb857b4a6a344"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns aproximate size each particle will have in case of resting liquid. <br /></td></tr>
  129. <tr class="separator:ade45054ee395d72a7d1fb857b4a6a344"><td class="memSeparator" colspan="2">&#160;</td></tr>
  130. <tr class="memitem:a4746d9bc10cb2d1892167d68570f20d3"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a4746d9bc10cb2d1892167d68570f20d3">HasEmitter</a> ()</td></tr>
  131. <tr class="memdesc:a4746d9bc10cb2d1892167d68570f20d3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Checks if liquid has at least one emitter manipulator. <br /></td></tr>
  132. <tr class="separator:a4746d9bc10cb2d1892167d68570f20d3"><td class="memSeparator" colspan="2">&#160;</td></tr>
  133. <tr class="memitem:ae9776c03adf564265c7c02463cec93b7"><td class="memItemLeft" align="right" valign="top">ReadOnlyCollection&lt; <a class="el" href="a00830.html">ZibraLiquidCollider</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#ae9776c03adf564265c7c02463cec93b7">GetColliderList</a> ()</td></tr>
  134. <tr class="memdesc:ae9776c03adf564265c7c02463cec93b7"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns read-only list of colliders. <br /></td></tr>
  135. <tr class="separator:ae9776c03adf564265c7c02463cec93b7"><td class="memSeparator" colspan="2">&#160;</td></tr>
  136. <tr class="memitem:aa346086eef93df4b671ad3e0d2c00b99"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#aa346086eef93df4b671ad3e0d2c00b99">HasCollider</a> (<a class="el" href="a00830.html">ZibraLiquidCollider</a> collider)</td></tr>
  137. <tr class="memdesc:aa346086eef93df4b671ad3e0d2c00b99"><td class="mdescLeft">&#160;</td><td class="mdescRight">Checks whether collider list has specified collider. <br /></td></tr>
  138. <tr class="separator:aa346086eef93df4b671ad3e0d2c00b99"><td class="memSeparator" colspan="2">&#160;</td></tr>
  139. <tr class="memitem:a71062d4cffa5c4980a6d2def067fc6c1"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a71062d4cffa5c4980a6d2def067fc6c1">AddCollider</a> (<a class="el" href="a00830.html">ZibraLiquidCollider</a> collider)</td></tr>
  140. <tr class="memdesc:a71062d4cffa5c4980a6d2def067fc6c1"><td class="mdescLeft">&#160;</td><td class="mdescRight">Adds collider to the liquid. <br /></td></tr>
  141. <tr class="separator:a71062d4cffa5c4980a6d2def067fc6c1"><td class="memSeparator" colspan="2">&#160;</td></tr>
  142. <tr class="memitem:a22ee8fefddd8174e6392284524783362"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a22ee8fefddd8174e6392284524783362">RemoveCollider</a> (<a class="el" href="a00830.html">ZibraLiquidCollider</a> collider)</td></tr>
  143. <tr class="memdesc:a22ee8fefddd8174e6392284524783362"><td class="mdescLeft">&#160;</td><td class="mdescRight">Removes collider from the liquid. <br /></td></tr>
  144. <tr class="separator:a22ee8fefddd8174e6392284524783362"><td class="memSeparator" colspan="2">&#160;</td></tr>
  145. <tr class="memitem:aa58f899ad5137c8dd72d88a57a699227"><td class="memItemLeft" align="right" valign="top">ReadOnlyCollection&lt; <a class="el" href="a00818.html">Manipulator</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#aa58f899ad5137c8dd72d88a57a699227">GetManipulatorList</a> ()</td></tr>
  146. <tr class="memdesc:aa58f899ad5137c8dd72d88a57a699227"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns read-only list of colliders. <br /></td></tr>
  147. <tr class="separator:aa58f899ad5137c8dd72d88a57a699227"><td class="memSeparator" colspan="2">&#160;</td></tr>
  148. <tr class="memitem:aac0ad2411b42670e36cc79a9865e6a95"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#aac0ad2411b42670e36cc79a9865e6a95">HasManipulator</a> (<a class="el" href="a00818.html">Manipulator</a> manipulator)</td></tr>
  149. <tr class="memdesc:aac0ad2411b42670e36cc79a9865e6a95"><td class="mdescLeft">&#160;</td><td class="mdescRight">Checks whether manipulator list has specified manipulator. <br /></td></tr>
  150. <tr class="separator:aac0ad2411b42670e36cc79a9865e6a95"><td class="memSeparator" colspan="2">&#160;</td></tr>
  151. <tr class="memitem:a6727531d04632327e5aa53292d37b73b"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a6727531d04632327e5aa53292d37b73b">AddManipulator</a> (<a class="el" href="a00818.html">Manipulator</a> manipulator)</td></tr>
  152. <tr class="memdesc:a6727531d04632327e5aa53292d37b73b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Adds manipulator to the liquid. <br /></td></tr>
  153. <tr class="separator:a6727531d04632327e5aa53292d37b73b"><td class="memSeparator" colspan="2">&#160;</td></tr>
  154. <tr class="memitem:a7a7e7d8a5040cee41196e023a9c05060"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a7a7e7d8a5040cee41196e023a9c05060">RemoveManipulator</a> (<a class="el" href="a00818.html">Manipulator</a> manipulator)</td></tr>
  155. <tr class="memdesc:a7a7e7d8a5040cee41196e023a9c05060"><td class="mdescLeft">&#160;</td><td class="mdescRight">Removes manipulator from the liquid. <br /></td></tr>
  156. <tr class="separator:a7a7e7d8a5040cee41196e023a9c05060"><td class="memSeparator" colspan="2">&#160;</td></tr>
  157. <tr class="memitem:ab685c910941c95548b386ddb975be0dd"><td class="memItemLeft" align="right" valign="top">ulong&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#ab685c910941c95548b386ddb975be0dd">GetParticleCountFootprint</a> ()</td></tr>
  158. <tr class="memdesc:ab685c910941c95548b386ddb975be0dd"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns approximate VRAM usage corresponding to MaxNumParticles. <br /></td></tr>
  159. <tr class="separator:ab685c910941c95548b386ddb975be0dd"><td class="memSeparator" colspan="2">&#160;</td></tr>
  160. <tr class="memitem:a2e8cbe7da7ae73d4cdaade0d3410a747"><td class="memItemLeft" align="right" valign="top">ulong&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a2e8cbe7da7ae73d4cdaade0d3410a747">GetSDFsFootprint</a> ()</td></tr>
  161. <tr class="memdesc:a2e8cbe7da7ae73d4cdaade0d3410a747"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns approximate VRAM usage corresponding to manipulators/colliders SDFs. <br /></td></tr>
  162. <tr class="separator:a2e8cbe7da7ae73d4cdaade0d3410a747"><td class="memSeparator" colspan="2">&#160;</td></tr>
  163. <tr class="memitem:a6e27e7721f52fd4a8539e565aa6abcf1"><td class="memItemLeft" align="right" valign="top">ulong&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a6e27e7721f52fd4a8539e565aa6abcf1">GetGridFootprint</a> ()</td></tr>
  164. <tr class="memdesc:a6e27e7721f52fd4a8539e565aa6abcf1"><td class="mdescLeft">&#160;</td><td class="mdescRight">Calculates approximate VRAM usage corresponding to GridResolution. <br /></td></tr>
  165. <tr class="separator:a6e27e7721f52fd4a8539e565aa6abcf1"><td class="memSeparator" colspan="2">&#160;</td></tr>
  166. <tr class="memitem:a484530f9d18e906daf0f5cd5d5516136"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a484530f9d18e906daf0f5cd5d5516136">InitializeSimulation</a> ()</td></tr>
  167. <tr class="memdesc:a484530f9d18e906daf0f5cd5d5516136"><td class="mdescLeft">&#160;</td><td class="mdescRight">Initializes liquid simulation resources. <br /></td></tr>
  168. <tr class="separator:a484530f9d18e906daf0f5cd5d5516136"><td class="memSeparator" colspan="2">&#160;</td></tr>
  169. <tr class="memitem:a70437966da5eaae13ca8b167bedea7eb"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a70437966da5eaae13ca8b167bedea7eb">ReleaseSimulation</a> ()</td></tr>
  170. <tr class="memdesc:a70437966da5eaae13ca8b167bedea7eb"><td class="mdescLeft">&#160;</td><td class="mdescRight">Releases liquid simulation resources. <br /></td></tr>
  171. <tr class="separator:a70437966da5eaae13ca8b167bedea7eb"><td class="memSeparator" colspan="2">&#160;</td></tr>
  172. <tr class="memitem:ac1b5c8c4c979c526524e7f1b6055ddfa"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#ac1b5c8c4c979c526524e7f1b6055ddfa">UpdateSimulation</a> (float deltaTime)</td></tr>
  173. <tr class="memdesc:ac1b5c8c4c979c526524e7f1b6055ddfa"><td class="mdescLeft">&#160;</td><td class="mdescRight">Runs liquid simulation. <br /></td></tr>
  174. <tr class="separator:ac1b5c8c4c979c526524e7f1b6055ddfa"><td class="memSeparator" colspan="2">&#160;</td></tr>
  175. <tr class="memitem:a2b39f1ee4f49a3aa6d730d8ae29fb570"><td class="memItemLeft" align="right" valign="top">GameObject&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a2b39f1ee4f49a3aa6d730d8ae29fb570">UpdateUnityRender</a> ()</td></tr>
  176. <tr class="memdesc:a2b39f1ee4f49a3aa6d730d8ae29fb570"><td class="mdescLeft">&#160;</td><td class="mdescRight">Updates Mesh object used for Unity Render. <br /></td></tr>
  177. <tr class="separator:a2b39f1ee4f49a3aa6d730d8ae29fb570"><td class="memSeparator" colspan="2">&#160;</td></tr>
  178. <tr class="memitem:a4cc0b8f5b4aa1722c55211319a83de67"><td class="memItemLeft" align="right" valign="top">List&lt; string &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a4cc0b8f5b4aa1722c55211319a83de67">GetStats</a> ()</td></tr>
  179. <tr class="memdesc:a4cc0b8f5b4aa1722c55211319a83de67"><td class="mdescLeft">&#160;</td><td class="mdescRight">Return various stats of an object. <br /></td></tr>
  180. <tr class="separator:a4cc0b8f5b4aa1722c55211319a83de67"><td class="memSeparator" colspan="2">&#160;</td></tr>
  181. <tr class="memitem:a755e7a04dbc0bc114ebd52997a9a2a42"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a755e7a04dbc0bc114ebd52997a9a2a42">OnValidate</a> ()</td></tr>
  182. <tr class="memdesc:a755e7a04dbc0bc114ebd52997a9a2a42"><td class="mdescLeft">&#160;</td><td class="mdescRight">(Editor only) Validates liquid parameters and fixes them as needed. <br /></td></tr>
  183. <tr class="separator:a755e7a04dbc0bc114ebd52997a9a2a42"><td class="memSeparator" colspan="2">&#160;</td></tr>
  184. <tr class="memitem:a53cae94c098143f58dbca8408985f88b"><td class="memItemLeft" align="right" valign="top"><a class="el" href="a00862.html">BakedInitialState</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a53cae94c098143f58dbca8408985f88b">SerializeCurrentLiquidState</a> ()</td></tr>
  185. <tr class="memdesc:a53cae94c098143f58dbca8408985f88b"><td class="mdescLeft">&#160;</td><td class="mdescRight">(Editor only) Save current simulation state <br /></td></tr>
  186. <tr class="separator:a53cae94c098143f58dbca8408985f88b"><td class="memSeparator" colspan="2">&#160;</td></tr>
  187. </table><table class="memberdecls">
  188. <tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-attribs" name="pub-attribs"></a>
  189. Public Attributes</h2></td></tr>
  190. <tr class="memitem:a5cbebfc79264084a1a7919b1f2df4bcd"><td class="memItemLeft" align="right" valign="top">RenderTexture&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a5cbebfc79264084a1a7919b1f2df4bcd">Color0</a></td></tr>
  191. <tr class="memdesc:a5cbebfc79264084a1a7919b1f2df4bcd"><td class="mdescLeft">&#160;</td><td class="mdescRight">Render target containing rendered mesh. <br /></td></tr>
  192. <tr class="separator:a5cbebfc79264084a1a7919b1f2df4bcd"><td class="memSeparator" colspan="2">&#160;</td></tr>
  193. <tr class="memitem:a8802ec2eae60fe3d54d85b8811547e63"><td class="memItemLeft" align="right" valign="top">RenderTexture&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a8802ec2eae60fe3d54d85b8811547e63">Color1</a></td></tr>
  194. <tr class="memdesc:a8802ec2eae60fe3d54d85b8811547e63"><td class="mdescLeft">&#160;</td><td class="mdescRight">Render target containing raymarched data. <br /></td></tr>
  195. <tr class="separator:a8802ec2eae60fe3d54d85b8811547e63"><td class="memSeparator" colspan="2">&#160;</td></tr>
  196. <tr class="memitem:ad12b5a8f06f61b64d95da8b9e062f7e5"><td class="memItemLeft" align="right" valign="top">RenderTexture&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#ad12b5a8f06f61b64d95da8b9e062f7e5">Color2</a></td></tr>
  197. <tr class="memdesc:ad12b5a8f06f61b64d95da8b9e062f7e5"><td class="mdescLeft">&#160;</td><td class="mdescRight">Render target containing raymarched data. <br /></td></tr>
  198. <tr class="separator:ad12b5a8f06f61b64d95da8b9e062f7e5"><td class="memSeparator" colspan="2">&#160;</td></tr>
  199. <tr class="memitem:a66a803af3bc9a29e3ed3ca6590b95244"><td class="memItemLeft" align="right" valign="top">RenderTexture&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a66a803af3bc9a29e3ed3ca6590b95244">UpscaleColor</a></td></tr>
  200. <tr class="memdesc:a66a803af3bc9a29e3ed3ca6590b95244"><td class="mdescLeft">&#160;</td><td class="mdescRight">Render target containing rendered liquid when using downscale. <br /></td></tr>
  201. <tr class="separator:a66a803af3bc9a29e3ed3ca6590b95244"><td class="memSeparator" colspan="2">&#160;</td></tr>
  202. <tr class="memitem:a9cce3b7401f26ba19d76d93a3f26c765"><td class="memItemLeft" align="right" valign="top">RenderTexture&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a9cce3b7401f26ba19d76d93a3f26c765">UpscaleDepth</a></td></tr>
  203. <tr class="memdesc:a9cce3b7401f26ba19d76d93a3f26c765"><td class="mdescLeft">&#160;</td><td class="mdescRight">Render target containing liquid depth when using downscale. <br /></td></tr>
  204. <tr class="separator:a9cce3b7401f26ba19d76d93a3f26c765"><td class="memSeparator" colspan="2">&#160;</td></tr>
  205. <tr class="memitem:a09b8c4a95cd409908e114a609d5b725c"><td class="memItemLeft" align="right" valign="top">RenderTexture&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a09b8c4a95cd409908e114a609d5b725c">Depth</a></td></tr>
  206. <tr class="memdesc:a09b8c4a95cd409908e114a609d5b725c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Depth buffer containing liquid depth. <br /></td></tr>
  207. <tr class="separator:a09b8c4a95cd409908e114a609d5b725c"><td class="memSeparator" colspan="2">&#160;</td></tr>
  208. <tr class="memitem:aba4f6b778bfc4894d9d156becf6afc10"><td class="memItemLeft" align="right" valign="top">RenderTexture&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#aba4f6b778bfc4894d9d156becf6afc10">ParticlesRT</a></td></tr>
  209. <tr class="memdesc:aba4f6b778bfc4894d9d156becf6afc10"><td class="mdescLeft">&#160;</td><td class="mdescRight">Render target containing rendered foam particles. <br /></td></tr>
  210. <tr class="separator:aba4f6b778bfc4894d9d156becf6afc10"><td class="memSeparator" colspan="2">&#160;</td></tr>
  211. <tr class="memitem:a58335dc3894a65beff466932644cf7d5"><td class="memItemLeft" align="right" valign="top">ComputeBuffer&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a58335dc3894a65beff466932644cf7d5">Counters</a></td></tr>
  212. <tr class="memdesc:a58335dc3894a65beff466932644cf7d5"><td class="mdescLeft">&#160;</td><td class="mdescRight">Buffer containing generated mesh counters. <br /></td></tr>
  213. <tr class="separator:a58335dc3894a65beff466932644cf7d5"><td class="memSeparator" colspan="2">&#160;</td></tr>
  214. <tr class="memitem:a21b1cb25eb394f3d90ae2f97c9133817"><td class="memItemLeft" align="right" valign="top">ComputeBuffer&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a21b1cb25eb394f3d90ae2f97c9133817">VertexIDGrid</a></td></tr>
  215. <tr class="memdesc:a21b1cb25eb394f3d90ae2f97c9133817"><td class="mdescLeft">&#160;</td><td class="mdescRight">Buffer containing indices of vertices corresponding to grid nodes. <br /></td></tr>
  216. <tr class="separator:a21b1cb25eb394f3d90ae2f97c9133817"><td class="memSeparator" colspan="2">&#160;</td></tr>
  217. <tr class="memitem:a7ef4f40400ba46aec74a7a2d1e0828b2"><td class="memItemLeft" align="right" valign="top">GraphicsBuffer&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a7ef4f40400ba46aec74a7a2d1e0828b2">VertexBuffer0</a></td></tr>
  218. <tr class="memdesc:a7ef4f40400ba46aec74a7a2d1e0828b2"><td class="mdescLeft">&#160;</td><td class="mdescRight">Buffer containing indices of vertices corresponding to grid nodes. <br /></td></tr>
  219. <tr class="separator:a7ef4f40400ba46aec74a7a2d1e0828b2"><td class="memSeparator" colspan="2">&#160;</td></tr>
  220. <tr class="memitem:ac43938210f27a9dcb8832cb208c7209a"><td class="memItemLeft" align="right" valign="top">GraphicsBuffer&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#ac43938210f27a9dcb8832cb208c7209a">VertexBuffer1</a></td></tr>
  221. <tr class="memdesc:ac43938210f27a9dcb8832cb208c7209a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Temporary buffer for internal calculations. <br /></td></tr>
  222. <tr class="separator:ac43938210f27a9dcb8832cb208c7209a"><td class="memSeparator" colspan="2">&#160;</td></tr>
  223. <tr class="memitem:a09c6f1170ab86877cdd966da101faff2"><td class="memItemLeft" align="right" valign="top">ComputeBuffer&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a09c6f1170ab86877cdd966da101faff2">QuadBuffer</a></td></tr>
  224. <tr class="memdesc:a09c6f1170ab86877cdd966da101faff2"><td class="mdescLeft">&#160;</td><td class="mdescRight">Buffer containing information about liquid mesh quads. <br /></td></tr>
  225. <tr class="separator:a09c6f1170ab86877cdd966da101faff2"><td class="memSeparator" colspan="2">&#160;</td></tr>
  226. <tr class="memitem:a31413c56d0c0b0917207eb83423fa07b"><td class="memItemLeft" align="right" valign="top">ComputeBuffer&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a31413c56d0c0b0917207eb83423fa07b">TransferDataBuffer</a></td></tr>
  227. <tr class="memdesc:a31413c56d0c0b0917207eb83423fa07b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Temporary buffer for internal calculations. <br /></td></tr>
  228. <tr class="separator:a31413c56d0c0b0917207eb83423fa07b"><td class="memSeparator" colspan="2">&#160;</td></tr>
  229. <tr class="memitem:a07de837e90dd20486c8009d95bd04d69"><td class="memItemLeft" align="right" valign="top">GraphicsBuffer&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a07de837e90dd20486c8009d95bd04d69">MeshRenderIndexBuffer</a></td></tr>
  230. <tr class="memdesc:a07de837e90dd20486c8009d95bd04d69"><td class="mdescLeft">&#160;</td><td class="mdescRight">Index buffer of liquid mesh. <br /></td></tr>
  231. <tr class="separator:a07de837e90dd20486c8009d95bd04d69"><td class="memSeparator" colspan="2">&#160;</td></tr>
  232. <tr class="memitem:a878e451357849546d984caf9ba8440c9"><td class="memItemLeft" align="right" valign="top">GraphicsBuffer&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a878e451357849546d984caf9ba8440c9">VertexProperties</a></td></tr>
  233. <tr class="memdesc:a878e451357849546d984caf9ba8440c9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Buffer containing vertex data of liquid mesh. <br /></td></tr>
  234. <tr class="separator:a878e451357849546d984caf9ba8440c9"><td class="memSeparator" colspan="2">&#160;</td></tr>
  235. <tr class="memitem:a18d2ecdab8c41098b39c2a5d40c592d6"><td class="memItemLeft" align="right" valign="top">Mesh&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a18d2ecdab8c41098b39c2a5d40c592d6">LiquidMesh</a></td></tr>
  236. <tr class="memdesc:a18d2ecdab8c41098b39c2a5d40c592d6"><td class="mdescLeft">&#160;</td><td class="mdescRight">Mesh used for rendering in case Unity Render mode is used. <br /></td></tr>
  237. <tr class="separator:a18d2ecdab8c41098b39c2a5d40c592d6"><td class="memSeparator" colspan="2">&#160;</td></tr>
  238. <tr class="memitem:a6dfc1949701a3c6926ab738b507fd473"><td class="memItemLeft" align="right" valign="top">RenderTexture&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a6dfc1949701a3c6926ab738b507fd473">HeightmapTexture</a></td></tr>
  239. <tr class="memdesc:a6dfc1949701a3c6926ab738b507fd473"><td class="mdescLeft">&#160;</td><td class="mdescRight">2D texture containing all heightmaps. <br /></td></tr>
  240. <tr class="separator:a6dfc1949701a3c6926ab738b507fd473"><td class="memSeparator" colspan="2">&#160;</td></tr>
  241. <tr class="memitem:a8898c10b80f72211b8bdc6991cf4f1e5"><td class="memItemLeft" align="right" valign="top">RenderTexture&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a8898c10b80f72211b8bdc6991cf4f1e5">GridNormalTexture</a></td></tr>
  242. <tr class="memdesc:a8898c10b80f72211b8bdc6991cf4f1e5"><td class="mdescLeft">&#160;</td><td class="mdescRight">3D texture containing liquid normals. <br /></td></tr>
  243. <tr class="separator:a8898c10b80f72211b8bdc6991cf4f1e5"><td class="memSeparator" colspan="2">&#160;</td></tr>
  244. <tr class="memitem:ade187b54c28993130858d50f42c79d5a"><td class="memItemLeft" align="right" valign="top">RenderTexture&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#ade187b54c28993130858d50f42c79d5a">DensityTexture</a></td></tr>
  245. <tr class="memdesc:ade187b54c28993130858d50f42c79d5a"><td class="mdescLeft">&#160;</td><td class="mdescRight">3D texture containing liquid normals. <br /></td></tr>
  246. <tr class="separator:ade187b54c28993130858d50f42c79d5a"><td class="memSeparator" colspan="2">&#160;</td></tr>
  247. <tr class="memitem:a2612b949eee63d99c2f1f6a712d3706f"><td class="memItemLeft" align="right" valign="top">RenderTexture&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a2612b949eee63d99c2f1f6a712d3706f">VelocityTexture</a></td></tr>
  248. <tr class="memdesc:a2612b949eee63d99c2f1f6a712d3706f"><td class="mdescLeft">&#160;</td><td class="mdescRight">3D texture containing liquid normals. <br /></td></tr>
  249. <tr class="separator:a2612b949eee63d99c2f1f6a712d3706f"><td class="memSeparator" colspan="2">&#160;</td></tr>
  250. <tr class="memitem:ab4d00788c411a409143f2e62fbc9c0e8"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#ab4d00788c411a409143f2e62fbc9c0e8">MaxNumParticles</a> = 262144</td></tr>
  251. <tr class="memdesc:ab4d00788c411a409143f2e62fbc9c0e8"><td class="mdescLeft">&#160;</td><td class="mdescRight">Maximum number of particles simulation may have. <br /></td></tr>
  252. <tr class="separator:ab4d00788c411a409143f2e62fbc9c0e8"><td class="memSeparator" colspan="2">&#160;</td></tr>
  253. <tr class="memitem:a946e85fa04a56c9a658c62641f8df3c7"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a946e85fa04a56c9a658c62641f8df3c7">EnableDownscale</a> = false</td></tr>
  254. <tr class="memdesc:a946e85fa04a56c9a658c62641f8df3c7"><td class="mdescLeft">&#160;</td><td class="mdescRight">If enabled, makes liquid render in lower resolution. <br /></td></tr>
  255. <tr class="separator:a946e85fa04a56c9a658c62641f8df3c7"><td class="memSeparator" colspan="2">&#160;</td></tr>
  256. <tr class="memitem:a6183f87b169d9690a53e7312507c2a42"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a6183f87b169d9690a53e7312507c2a42">DownscaleFactor</a> = 0.5f</td></tr>
  257. <tr class="memdesc:a6183f87b169d9690a53e7312507c2a42"><td class="mdescLeft">&#160;</td><td class="mdescRight">Factor of resolution downscale. <br /></td></tr>
  258. <tr class="separator:a6183f87b169d9690a53e7312507c2a42"><td class="memSeparator" colspan="2">&#160;</td></tr>
  259. <tr class="memitem:adb7a8f3abe419ce835b113e43600d4f4"><td class="memItemLeft" align="right" valign="top"><a class="el" href="a00858.html#a7907a7b252d5672bb95235c68b0f5f21">InitialStateType</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#adb7a8f3abe419ce835b113e43600d4f4">InitialState</a> = InitialStateType.NoParticles</td></tr>
  260. <tr class="memdesc:adb7a8f3abe419ce835b113e43600d4f4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Type of initial state of the liquid. <br /></td></tr>
  261. <tr class="separator:adb7a8f3abe419ce835b113e43600d4f4"><td class="memSeparator" colspan="2">&#160;</td></tr>
  262. <tr class="memitem:a596465c027a7b7ef5965ef454d94186e"><td class="memItemLeft" align="right" valign="top">TextAsset&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a596465c027a7b7ef5965ef454d94186e">BakedInitialStateAsset</a></td></tr>
  263. <tr class="memdesc:a596465c027a7b7ef5965ef454d94186e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Asset containing baked initial state data. <br /></td></tr>
  264. <tr class="separator:a596465c027a7b7ef5965ef454d94186e"><td class="memSeparator" colspan="2">&#160;</td></tr>
  265. <tr class="memitem:aec6d5cccf5f85a70a5d9c2a42db91ea2"><td class="memItemLeft" align="right" valign="top"><a class="el" href="a00858.html#a87cafe63badc45546f2eb940f2a94d70">RenderingMode</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#aec6d5cccf5f85a70a5d9c2a42db91ea2">CurrentRenderingMode</a> = RenderingMode.MeshRender</td></tr>
  266. <tr class="memdesc:aec6d5cccf5f85a70a5d9c2a42db91ea2"><td class="mdescLeft">&#160;</td><td class="mdescRight">Rendering mode of the liquid. <br /></td></tr>
  267. <tr class="separator:aec6d5cccf5f85a70a5d9c2a42db91ea2"><td class="memSeparator" colspan="2">&#160;</td></tr>
  268. <tr class="memitem:a96a6f56e74c3c80dbbc8676e313bdd94"><td class="memItemLeft" align="right" valign="top">CameraEvent&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a96a6f56e74c3c80dbbc8676e313bdd94">CurrentInjectionPoint</a> = CameraEvent.AfterSkybox</td></tr>
  269. <tr class="memdesc:a96a6f56e74c3c80dbbc8676e313bdd94"><td class="mdescLeft">&#160;</td><td class="mdescRight">Injection point where we will insert liquid rendering. <br /></td></tr>
  270. <tr class="separator:a96a6f56e74c3c80dbbc8676e313bdd94"><td class="memSeparator" colspan="2">&#160;</td></tr>
  271. <tr class="memitem:ae761f027c813f16a1fa500d68da72362"><td class="memItemLeft" align="right" valign="top">HDProbe&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#ae761f027c813f16a1fa500d68da72362">ReflectionProbeHDRP</a></td></tr>
  272. <tr class="memdesc:ae761f027c813f16a1fa500d68da72362"><td class="mdescLeft">&#160;</td><td class="mdescRight">(HDRP Only) Reflection proble used for liquid reflections. <br /></td></tr>
  273. <tr class="separator:ae761f027c813f16a1fa500d68da72362"><td class="memSeparator" colspan="2">&#160;</td></tr>
  274. <tr class="memitem:a0cdc4a71a7941f7209a6b5ecd31c05ca"><td class="memItemLeft" align="right" valign="top">Light&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a0cdc4a71a7941f7209a6b5ecd31c05ca">CustomLightHDRP</a></td></tr>
  275. <tr class="memdesc:a0cdc4a71a7941f7209a6b5ecd31c05ca"><td class="mdescLeft">&#160;</td><td class="mdescRight">(HDRP Only) Light used for liquid shading. <br /></td></tr>
  276. <tr class="separator:a0cdc4a71a7941f7209a6b5ecd31c05ca"><td class="memSeparator" colspan="2">&#160;</td></tr>
  277. <tr class="memitem:a318543eb0a04956ba962b6d73e55943b"><td class="memItemLeft" align="right" valign="top">ReflectionProbe&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a318543eb0a04956ba962b6d73e55943b">ReflectionProbeBRP</a></td></tr>
  278. <tr class="memdesc:a318543eb0a04956ba962b6d73e55943b"><td class="mdescLeft">&#160;</td><td class="mdescRight">(URP/Built-in RP Only) Reflection proble used for liquid reflections. <br /></td></tr>
  279. <tr class="separator:a318543eb0a04956ba962b6d73e55943b"><td class="memSeparator" colspan="2">&#160;</td></tr>
  280. <tr class="memitem:ab7746ee8c1a24dda2495086eaa35993d"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#ab7746ee8c1a24dda2495086eaa35993d">MaxAllowedTimestep</a> = 1.00f</td></tr>
  281. <tr class="memdesc:ab7746ee8c1a24dda2495086eaa35993d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Maximum timestep that is allowed in single simulation iteration. <br /></td></tr>
  282. <tr class="separator:ab7746ee8c1a24dda2495086eaa35993d"><td class="memSeparator" colspan="2">&#160;</td></tr>
  283. <tr class="memitem:a3388dde8463171695ffbfbf8902384c6"><td class="memItemLeft" align="right" valign="top">UInt32&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a3388dde8463171695ffbfbf8902384c6">MaxFramesInFlight</a> = 3</td></tr>
  284. <tr class="memdesc:a3388dde8463171695ffbfbf8902384c6"><td class="mdescLeft">&#160;</td><td class="mdescRight">Maximum allowed number of frames queued to render. <br /></td></tr>
  285. <tr class="separator:a3388dde8463171695ffbfbf8902384c6"><td class="memSeparator" colspan="2">&#160;</td></tr>
  286. <tr class="memitem:a27629a371a7f80bd6d9b744a97b42deb"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a27629a371a7f80bd6d9b744a97b42deb">SimulationTimeScale</a> = <a class="el" href="a00858.html#ab680bf67e3c8e11e22bb2f5fc8d478bc">DEFAULT_SIMULATION_TIME_SCALE</a></td></tr>
  287. <tr class="memdesc:a27629a371a7f80bd6d9b744a97b42deb"><td class="mdescLeft">&#160;</td><td class="mdescRight">Speed of liquid simulation. <br /></td></tr>
  288. <tr class="separator:a27629a371a7f80bd6d9b744a97b42deb"><td class="memSeparator" colspan="2">&#160;</td></tr>
  289. <tr class="memitem:a0b12ae8044f66796d7d630d63169c169"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a0b12ae8044f66796d7d630d63169c169">SimulationIterationsPerFrame</a> = 1</td></tr>
  290. <tr class="memdesc:a0b12ae8044f66796d7d630d63169c169"><td class="mdescLeft">&#160;</td><td class="mdescRight">Number of simulation iterations to execute on each update. <br /></td></tr>
  291. <tr class="separator:a0b12ae8044f66796d7d630d63169c169"><td class="memSeparator" colspan="2">&#160;</td></tr>
  292. <tr class="memitem:a5471ff6648f72a9e172b87554fd6c1b3"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a5471ff6648f72a9e172b87554fd6c1b3">GridResolution</a> = 128</td></tr>
  293. <tr class="memdesc:a5471ff6648f72a9e172b87554fd6c1b3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Resolution of the simulation grid. <br /></td></tr>
  294. <tr class="separator:a5471ff6648f72a9e172b87554fd6c1b3"><td class="memSeparator" colspan="2">&#160;</td></tr>
  295. <tr class="memitem:adbe358a3fdd13a7e7cea1a30b81cbe57"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#adbe358a3fdd13a7e7cea1a30b81cbe57">RunSimulation</a> = true</td></tr>
  296. <tr class="memdesc:adbe358a3fdd13a7e7cea1a30b81cbe57"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether to run simulation. <br /></td></tr>
  297. <tr class="separator:adbe358a3fdd13a7e7cea1a30b81cbe57"><td class="memSeparator" colspan="2">&#160;</td></tr>
  298. <tr class="memitem:af7aa989f02edf945bd79a0fd1feab791"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#af7aa989f02edf945bd79a0fd1feab791">RunRendering</a> = true</td></tr>
  299. <tr class="memdesc:af7aa989f02edf945bd79a0fd1feab791"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether to render liquid. <br /></td></tr>
  300. <tr class="separator:af7aa989f02edf945bd79a0fd1feab791"><td class="memSeparator" colspan="2">&#160;</td></tr>
  301. <tr class="memitem:a15960fb7ff1fe17cd5b219c1dc695324"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a15960fb7ff1fe17cd5b219c1dc695324">EnableContainerMovementFeedback</a> = true</td></tr>
  302. <tr class="memdesc:a15960fb7ff1fe17cd5b219c1dc695324"><td class="mdescLeft">&#160;</td><td class="mdescRight">When enabled, during container movement, liquid stays in place in world space. <br /></td></tr>
  303. <tr class="separator:a15960fb7ff1fe17cd5b219c1dc695324"><td class="memSeparator" colspan="2">&#160;</td></tr>
  304. <tr class="memitem:afbcef2e2837593b25dbba13249b14362"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#afbcef2e2837593b25dbba13249b14362">VisualizeSceneSDF</a> = false</td></tr>
  305. <tr class="memdesc:afbcef2e2837593b25dbba13249b14362"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether to render visualised SDFs. <br /></td></tr>
  306. <tr class="separator:afbcef2e2837593b25dbba13249b14362"><td class="memSeparator" colspan="2">&#160;</td></tr>
  307. <tr class="memitem:a0e3da4c5b2449adcbf9348c54e50812d"><td class="memItemLeft" align="right" valign="top">Vector3&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a0e3da4c5b2449adcbf9348c54e50812d">ContainerSize</a> = new Vector3(10, 10, 10)</td></tr>
  308. <tr class="memdesc:a0e3da4c5b2449adcbf9348c54e50812d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Liquid container size. <br /></td></tr>
  309. <tr class="separator:a0e3da4c5b2449adcbf9348c54e50812d"><td class="memSeparator" colspan="2">&#160;</td></tr>
  310. <tr class="memitem:adc73571ab6af31eeea8f07fdef957a03"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#adc73571ab6af31eeea8f07fdef957a03">UseFixedTimestep</a> = false</td></tr>
  311. <tr class="memdesc:adc73571ab6af31eeea8f07fdef957a03"><td class="mdescLeft">&#160;</td><td class="mdescRight">Selects whether to update simulation in Update or FixedUpdate. <br /></td></tr>
  312. <tr class="separator:adc73571ab6af31eeea8f07fdef957a03"><td class="memSeparator" colspan="2">&#160;</td></tr>
  313. </table><table class="memberdecls">
  314. <tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-static-attribs" name="pub-static-attribs"></a>
  315. Static Public Attributes</h2></td></tr>
  316. <tr class="memitem:a3e0d62990bc24eac42e3e6cad65df04c"><td class="memItemLeft" align="right" valign="top">static List&lt; <a class="el" href="a00858.html">ZibraLiquid</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a3e0d62990bc24eac42e3e6cad65df04c">AllFluids</a> = new List&lt;<a class="el" href="a00858.html">ZibraLiquid</a>&gt;()</td></tr>
  317. <tr class="memdesc:a3e0d62990bc24eac42e3e6cad65df04c"><td class="mdescLeft">&#160;</td><td class="mdescRight">A list of all enabled instances of this component. <br /></td></tr>
  318. <tr class="separator:a3e0d62990bc24eac42e3e6cad65df04c"><td class="memSeparator" colspan="2">&#160;</td></tr>
  319. <tr class="memitem:ae8055b085e79525e5251e9007f723404"><td class="memItemLeft" align="right" valign="top">const int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#ae8055b085e79525e5251e9007f723404">BAKED_LIQUID_PAID_HEADER_VALUE</a> = 0x071B9AA1</td></tr>
  320. <tr class="memdesc:ae8055b085e79525e5251e9007f723404"><td class="mdescLeft">&#160;</td><td class="mdescRight">Header of initial state baked in the Paid version. <br /></td></tr>
  321. <tr class="separator:ae8055b085e79525e5251e9007f723404"><td class="memSeparator" colspan="2">&#160;</td></tr>
  322. <tr class="memitem:af229feb69cee9042d8ccaf706e30cb22"><td class="memItemLeft" align="right" valign="top">const int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#af229feb69cee9042d8ccaf706e30cb22">BAKED_LIQUID_PRO_HEADER_VALUE</a> = 0x171B9AA1</td></tr>
  323. <tr class="memdesc:af229feb69cee9042d8ccaf706e30cb22"><td class="mdescLeft">&#160;</td><td class="mdescRight">Header of initial state baked in the Pro version. <br /></td></tr>
  324. <tr class="separator:af229feb69cee9042d8ccaf706e30cb22"><td class="memSeparator" colspan="2">&#160;</td></tr>
  325. <tr class="memitem:ab680bf67e3c8e11e22bb2f5fc8d478bc"><td class="memItemLeft" align="right" valign="top">const float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#ab680bf67e3c8e11e22bb2f5fc8d478bc">DEFAULT_SIMULATION_TIME_SCALE</a> = 40.0f</td></tr>
  326. <tr class="memdesc:ab680bf67e3c8e11e22bb2f5fc8d478bc"><td class="mdescLeft">&#160;</td><td class="mdescRight">Default speed of liquid simulation. <br /></td></tr>
  327. <tr class="separator:ab680bf67e3c8e11e22bb2f5fc8d478bc"><td class="memSeparator" colspan="2">&#160;</td></tr>
  328. </table><table class="memberdecls">
  329. <tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="properties" name="properties"></a>
  330. Properties</h2></td></tr>
  331. <tr class="memitem:a6ba6ae973b4b8293c6e6af83ae941aa0"><td class="memItemLeft" align="right" valign="top">ComputeBuffer&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a6ba6ae973b4b8293c6e6af83ae941aa0">PositionMass</a><code> [get]</code></td></tr>
  332. <tr class="memdesc:a6ba6ae973b4b8293c6e6af83ae941aa0"><td class="mdescLeft">&#160;</td><td class="mdescRight">Buffer containing positions and particle species information. <br /></td></tr>
  333. <tr class="separator:a6ba6ae973b4b8293c6e6af83ae941aa0"><td class="memSeparator" colspan="2">&#160;</td></tr>
  334. <tr class="memitem:a29b60e47c95e2426bf0b5e2b038d11ef"><td class="memItemLeft" align="right" valign="top">ComputeBuffer[]&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a29b60e47c95e2426bf0b5e2b038d11ef">Affine</a><code> [get]</code></td></tr>
  335. <tr class="memdesc:a29b60e47c95e2426bf0b5e2b038d11ef"><td class="mdescLeft">&#160;</td><td class="mdescRight">Buffers containing affine velocity matrices, velocities and foaming values for each particle. <br /></td></tr>
  336. <tr class="separator:a29b60e47c95e2426bf0b5e2b038d11ef"><td class="memSeparator" colspan="2">&#160;</td></tr>
  337. <tr class="memitem:a3dea983739a2833478dff39458fb5475"><td class="memItemLeft" align="right" valign="top">ComputeBuffer&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a3dea983739a2833478dff39458fb5475">ParticleNumber</a><code> [get]</code></td></tr>
  338. <tr class="memdesc:a3dea983739a2833478dff39458fb5475"><td class="mdescLeft">&#160;</td><td class="mdescRight">Buffer containing number of active particles, as well as some additional counters. <br /></td></tr>
  339. <tr class="separator:a3dea983739a2833478dff39458fb5475"><td class="memSeparator" colspan="2">&#160;</td></tr>
  340. <tr class="memitem:a7e7f56f4d88e4d9aaa888cc1a1efa9f9"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a7e7f56f4d88e4d9aaa888cc1a1efa9f9">CurrentInstanceID</a><code> [get]</code></td></tr>
  341. <tr class="memdesc:a7e7f56f4d88e4d9aaa888cc1a1efa9f9"><td class="mdescLeft">&#160;</td><td class="mdescRight">ID of running liquid instance. <br /></td></tr>
  342. <tr class="separator:a7e7f56f4d88e4d9aaa888cc1a1efa9f9"><td class="memSeparator" colspan="2">&#160;</td></tr>
  343. <tr class="memitem:a57b3ef4623ad89b62fe4f32ef9de669f"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a57b3ef4623ad89b62fe4f32ef9de669f">Timestep</a> = 0.0f<code> [get]</code></td></tr>
  344. <tr class="memdesc:a57b3ef4623ad89b62fe4f32ef9de669f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Timestep used in last simulation iteration. <br /></td></tr>
  345. <tr class="separator:a57b3ef4623ad89b62fe4f32ef9de669f"><td class="memSeparator" colspan="2">&#160;</td></tr>
  346. <tr class="memitem:a7f55e56e8e512bd64f9f5aa3ed880ccb"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a7f55e56e8e512bd64f9f5aa3ed880ccb">SimulationInternalTime</a> = 0.0f<code> [get]</code></td></tr>
  347. <tr class="memdesc:a7f55e56e8e512bd64f9f5aa3ed880ccb"><td class="mdescLeft">&#160;</td><td class="mdescRight">Simulation time passed (in simulation time units). <br /></td></tr>
  348. <tr class="separator:a7f55e56e8e512bd64f9f5aa3ed880ccb"><td class="memSeparator" colspan="2">&#160;</td></tr>
  349. <tr class="memitem:ab372eb0691785420d7d9f5f9a6fad33b"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#ab372eb0691785420d7d9f5f9a6fad33b">SimulationInternalFrame</a> = 0<code> [get]</code></td></tr>
  350. <tr class="memdesc:ab372eb0691785420d7d9f5f9a6fad33b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Number of simulation iterations done so far. <br /></td></tr>
  351. <tr class="separator:ab372eb0691785420d7d9f5f9a6fad33b"><td class="memSeparator" colspan="2">&#160;</td></tr>
  352. <tr class="memitem:a48de9ab6a131dbf024e002492e2f0722"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a48de9ab6a131dbf024e002492e2f0722">GridNodeCount</a> = 0<code> [get]</code></td></tr>
  353. <tr class="memdesc:a48de9ab6a131dbf024e002492e2f0722"><td class="mdescLeft">&#160;</td><td class="mdescRight">Total number of grid nodes. <br /></td></tr>
  354. <tr class="separator:a48de9ab6a131dbf024e002492e2f0722"><td class="memSeparator" colspan="2">&#160;</td></tr>
  355. <tr class="memitem:a9fb3b7b8440479d4a0788152380101cf"><td class="memItemLeft" align="right" valign="top">Vector3Int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a9fb3b7b8440479d4a0788152380101cf">GridSize</a><code> [get]</code></td></tr>
  356. <tr class="memdesc:a9fb3b7b8440479d4a0788152380101cf"><td class="mdescLeft">&#160;</td><td class="mdescRight">Size of the simulation grid. <br /></td></tr>
  357. <tr class="separator:a9fb3b7b8440479d4a0788152380101cf"><td class="memSeparator" colspan="2">&#160;</td></tr>
  358. <tr class="memitem:a9aab605a66f434a32b4f8e77a6526d7f"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a9aab605a66f434a32b4f8e77a6526d7f">CurrentParticleNumber</a> = 0<code> [get]</code></td></tr>
  359. <tr class="memdesc:a9aab605a66f434a32b4f8e77a6526d7f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Current number of particles in the simulation. <br /></td></tr>
  360. <tr class="separator:a9aab605a66f434a32b4f8e77a6526d7f"><td class="memSeparator" colspan="2">&#160;</td></tr>
  361. <tr class="memitem:a81786f7ffc63f3aab6e05a27a31c88be"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a81786f7ffc63f3aab6e05a27a31c88be">NodeSize</a><code> [get]</code></td></tr>
  362. <tr class="memdesc:a81786f7ffc63f3aab6e05a27a31c88be"><td class="mdescLeft">&#160;</td><td class="mdescRight">Size of each grid node. <br /></td></tr>
  363. <tr class="separator:a81786f7ffc63f3aab6e05a27a31c88be"><td class="memSeparator" colspan="2">&#160;</td></tr>
  364. <tr class="memitem:a74d8bd84ac007c5b1700c503cbdcecaa"><td class="memItemLeft" align="right" valign="top"><a class="el" href="a00770.html">ZibraLiquidSolverParameters</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a74d8bd84ac007c5b1700c503cbdcecaa">SolverParameters</a><code> [get]</code></td></tr>
  365. <tr class="memdesc:a74d8bd84ac007c5b1700c503cbdcecaa"><td class="mdescLeft">&#160;</td><td class="mdescRight">Reference to <a class="el" href="">ZibraLiquidSolverParameters</a> corresponding to this object. <br /></td></tr>
  366. <tr class="separator:a74d8bd84ac007c5b1700c503cbdcecaa"><td class="memSeparator" colspan="2">&#160;</td></tr>
  367. <tr class="memitem:a12e092b6fe70af9ee1f40536505bc440"><td class="memItemLeft" align="right" valign="top"><a class="el" href="a00762.html">ZibraLiquidMaterialParameters</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a12e092b6fe70af9ee1f40536505bc440">MaterialParameters</a><code> [get]</code></td></tr>
  368. <tr class="memdesc:a12e092b6fe70af9ee1f40536505bc440"><td class="mdescLeft">&#160;</td><td class="mdescRight">Reference to <a class="el" href="">ZibraLiquidMaterialParameters</a> corresponding to this object. <br /></td></tr>
  369. <tr class="separator:a12e092b6fe70af9ee1f40536505bc440"><td class="memSeparator" colspan="2">&#160;</td></tr>
  370. <tr class="memitem:a50490662b44a011ef37857bf7dfd2c45"><td class="memItemLeft" align="right" valign="top"><a class="el" href="a00758.html">ZibraLiquidAdvancedRenderParameters</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a50490662b44a011ef37857bf7dfd2c45">AdvancedRenderParameters</a><code> [get]</code></td></tr>
  371. <tr class="memdesc:a50490662b44a011ef37857bf7dfd2c45"><td class="mdescLeft">&#160;</td><td class="mdescRight">Reference to <a class="el" href="">ZibraLiquidAdvancedRenderParameters</a> corresponding to this object. <br /></td></tr>
  372. <tr class="separator:a50490662b44a011ef37857bf7dfd2c45"><td class="memSeparator" colspan="2">&#160;</td></tr>
  373. <tr class="memitem:af294bdac784bb625eaf8704ff2e88685"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#af294bdac784bb625eaf8704ff2e88685">Initialized</a> = false<code> [get]</code></td></tr>
  374. <tr class="memdesc:af294bdac784bb625eaf8704ff2e88685"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether liquid resources are initialized. <br /></td></tr>
  375. <tr class="separator:af294bdac784bb625eaf8704ff2e88685"><td class="memSeparator" colspan="2">&#160;</td></tr>
  376. </table><table class="memberdecls">
  377. <tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="events" name="events"></a>
  378. Events</h2></td></tr>
  379. <tr class="memitem:a08c0566c1c813868227dbde1574e2437"><td class="memItemLeft" align="right" valign="top">Action&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00858.html#a08c0566c1c813868227dbde1574e2437">OnChanged</a></td></tr>
  380. <tr class="memdesc:a08c0566c1c813868227dbde1574e2437"><td class="mdescLeft">&#160;</td><td class="mdescRight">(Editor only) Event that is triggered when state of manipulator changes to trigger update of custom editor. <br /></td></tr>
  381. <tr class="separator:a08c0566c1c813868227dbde1574e2437"><td class="memSeparator" colspan="2">&#160;</td></tr>
  382. </table>
  383. <a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
  384. <div class="textblock"><p>Main ZibraLiquid component. </p>
  385. <p>Each ZibraLiquid component corresponds to one instance of simulation. Different instances of simulation can't interact with each other. </p>
  386. <p>Some parameters can't be changed after simulation has started and we created GPU buffers. Normally, simulation starts in playmode in OnEnable and stops in OnDisable. To change those parameters in runtime you want to have this component disabled, and after setting them, enable this component. </p>
  387. <p>Liquid may run in the edit mode, specifically when you use initial state baking. In that case, you can't modify some parameters in edit mode too. </p>
  388. <p>OnEnable will allocate GPU buffers, which may cause stuttering. Consider enabling liquid on level load, but with simulation/render paused, to not pay the cost of liquid initialization during gameplay. </p>
  389. <p>Disabling liquid will free GPU buffers. This means that liquid state will be lost. </p>
  390. <p>Various parameters of the liquid are spread throught multiple components. This is done so you can use Unity's Preset system to only change part of parameters. </p>
  391. </div><h2 class="groupheader">Member Enumeration Documentation</h2>
  392. <a id="a7907a7b252d5672bb95235c68b0f5f21" name="a7907a7b252d5672bb95235c68b0f5f21"></a>
  393. <h2 class="memtitle"><span class="permalink"><a href="#a7907a7b252d5672bb95235c68b0f5f21">&#9670;&#160;</a></span>InitialStateType</h2>
  394. <div class="memitem">
  395. <div class="memproto">
  396. <table class="memname">
  397. <tr>
  398. <td class="memname">enum <a class="el" href="a00858.html#a7907a7b252d5672bb95235c68b0f5f21">InitialStateType</a></td>
  399. </tr>
  400. </table>
  401. </div><div class="memdoc">
  402. <p>See InitialState. </p>
  403. </div>
  404. </div>
  405. <a id="a87cafe63badc45546f2eb940f2a94d70" name="a87cafe63badc45546f2eb940f2a94d70"></a>
  406. <h2 class="memtitle"><span class="permalink"><a href="#a87cafe63badc45546f2eb940f2a94d70">&#9670;&#160;</a></span>RenderingMode</h2>
  407. <div class="memitem">
  408. <div class="memproto">
  409. <table class="memname">
  410. <tr>
  411. <td class="memname">enum <a class="el" href="a00858.html#a87cafe63badc45546f2eb940f2a94d70">RenderingMode</a></td>
  412. </tr>
  413. </table>
  414. </div><div class="memdoc">
  415. <p>See CurrentRenderingMode. </p>
  416. </div>
  417. </div>
  418. <h2 class="groupheader">Member Function Documentation</h2>
  419. <a id="a60acfdf2246cdd98b4688277796837b6" name="a60acfdf2246cdd98b4688277796837b6"></a>
  420. <h2 class="memtitle"><span class="permalink"><a href="#a60acfdf2246cdd98b4688277796837b6">&#9670;&#160;</a></span>IsValidBakedLiquidHeader()</h2>
  421. <div class="memitem">
  422. <div class="memproto">
  423. <table class="mlabels">
  424. <tr>
  425. <td class="mlabels-left">
  426. <table class="memname">
  427. <tr>
  428. <td class="memname">bool IsValidBakedLiquidHeader </td>
  429. <td>(</td>
  430. <td class="paramtype">int&#160;</td>
  431. <td class="paramname"><em>header</em></td><td>)</td>
  432. <td></td>
  433. </tr>
  434. </table>
  435. </td>
  436. <td class="mlabels-right">
  437. <span class="mlabels"><span class="mlabel">inline</span></span> </td>
  438. </tr>
  439. </table>
  440. </div><div class="memdoc">
  441. <p>Checks whether passed int is a valid header for baked liquid state. </p>
  442. <p>To use it, read first int from the .bytes file and pass it to this function. </p>
  443. </div>
  444. </div>
  445. <a id="a0af557e93137dbb3358b82ad34849b49" name="a0af557e93137dbb3358b82ad34849b49"></a>
  446. <h2 class="memtitle"><span class="permalink"><a href="#a0af557e93137dbb3358b82ad34849b49">&#9670;&#160;</a></span>NotifyChange()</h2>
  447. <div class="memitem">
  448. <div class="memproto">
  449. <table class="mlabels">
  450. <tr>
  451. <td class="mlabels-left">
  452. <table class="memname">
  453. <tr>
  454. <td class="memname">void NotifyChange </td>
  455. <td>(</td>
  456. <td class="paramname"></td><td>)</td>
  457. <td></td>
  458. </tr>
  459. </table>
  460. </td>
  461. <td class="mlabels-right">
  462. <span class="mlabels"><span class="mlabel">inline</span></span> </td>
  463. </tr>
  464. </table>
  465. </div><div class="memdoc">
  466. <p>(Editor only) Triggers custom editor update. </p>
  467. <p>Just triggers OnChanged. </p>
  468. </div>
  469. </div>
  470. <a id="a24538a98739b1dabfa25721d5a02b158" name="a24538a98739b1dabfa25721d5a02b158"></a>
  471. <h2 class="memtitle"><span class="permalink"><a href="#a24538a98739b1dabfa25721d5a02b158">&#9670;&#160;</a></span>IsLoaded()</h2>
  472. <div class="memitem">
  473. <div class="memproto">
  474. <table class="mlabels">
  475. <tr>
  476. <td class="mlabels-left">
  477. <table class="memname">
  478. <tr>
  479. <td class="memname">bool IsLoaded </td>
  480. <td>(</td>
  481. <td class="paramname"></td><td>)</td>
  482. <td></td>
  483. </tr>
  484. </table>
  485. </td>
  486. <td class="mlabels-right">
  487. <span class="mlabels"><span class="mlabel">inline</span></span> </td>
  488. </tr>
  489. </table>
  490. </div><div class="memdoc">
  491. <p>Simulation needs to do some loading before simulation can start. Loading starts during initialization of engine. If it takes too long and you start simulation too early it can stall engine until loading finishes. You can use this method to show loading screen to wait for loading to end and prevent stalling. </p>
  492. <dl class="section return"><dt>Returns</dt><dd>true - if starting simulation won't trigger stall false - if starting simulation will trigger stall </dd></dl>
  493. </div>
  494. </div>
  495. <a id="ad17e4331232fd54c8c9e970a02edfed3" name="ad17e4331232fd54c8c9e970a02edfed3"></a>
  496. <h2 class="memtitle"><span class="permalink"><a href="#ad17e4331232fd54c8c9e970a02edfed3">&#9670;&#160;</a></span>WaitLoad()</h2>
  497. <div class="memitem">
  498. <div class="memproto">
  499. <table class="mlabels">
  500. <tr>
  501. <td class="mlabels-left">
  502. <table class="memname">
  503. <tr>
  504. <td class="memname">void WaitLoad </td>
  505. <td>(</td>
  506. <td class="paramname"></td><td>)</td>
  507. <td></td>
  508. </tr>
  509. </table>
  510. </td>
  511. <td class="mlabels-right">
  512. <span class="mlabels"><span class="mlabel">inline</span></span> </td>
  513. </tr>
  514. </table>
  515. </div><div class="memdoc">
  516. <p>Stalls engine until all loading is finished See IsLoaded </p>
  517. </div>
  518. </div>
  519. <a id="ab10ee8393eda59d4939ee1ba2bbadb2b" name="ab10ee8393eda59d4939ee1ba2bbadb2b"></a>
  520. <h2 class="memtitle"><span class="permalink"><a href="#ab10ee8393eda59d4939ee1ba2bbadb2b">&#9670;&#160;</a></span>UpdateSimulationConstants()</h2>
  521. <div class="memitem">
  522. <div class="memproto">
  523. <table class="mlabels">
  524. <tr>
  525. <td class="mlabels-left">
  526. <table class="memname">
  527. <tr>
  528. <td class="memname">void UpdateSimulationConstants </td>
  529. <td>(</td>
  530. <td class="paramname"></td><td>)</td>
  531. <td></td>
  532. </tr>
  533. </table>
  534. </td>
  535. <td class="mlabels-right">
  536. <span class="mlabels"><span class="mlabel">inline</span></span> </td>
  537. </tr>
  538. </table>
  539. </div><div class="memdoc">
  540. <p>Updates values of some constants based on ContainerSize and GridResolution. </p>
  541. <p>Update values of NodeSize, GridSize and GridNodeCount. </p>
  542. <p>Has no effect when liquid is initialized, since you can't modify aforementioned parameters in this case. </p>
  543. </div>
  544. </div>
  545. <a id="ade45054ee395d72a7d1fb857b4a6a344" name="ade45054ee395d72a7d1fb857b4a6a344"></a>
  546. <h2 class="memtitle"><span class="permalink"><a href="#ade45054ee395d72a7d1fb857b4a6a344">&#9670;&#160;</a></span>GetParticleSize()</h2>
  547. <div class="memitem">
  548. <div class="memproto">
  549. <table class="mlabels">
  550. <tr>
  551. <td class="mlabels-left">
  552. <table class="memname">
  553. <tr>
  554. <td class="memname">float GetParticleSize </td>
  555. <td>(</td>
  556. <td class="paramname"></td><td>)</td>
  557. <td></td>
  558. </tr>
  559. </table>
  560. </td>
  561. <td class="mlabels-right">
  562. <span class="mlabels"><span class="mlabel">inline</span></span> </td>
  563. </tr>
  564. </table>
  565. </div><div class="memdoc">
  566. <p>Returns aproximate size each particle will have in case of resting liquid. </p>
  567. </div>
  568. </div>
  569. <a id="a4746d9bc10cb2d1892167d68570f20d3" name="a4746d9bc10cb2d1892167d68570f20d3"></a>
  570. <h2 class="memtitle"><span class="permalink"><a href="#a4746d9bc10cb2d1892167d68570f20d3">&#9670;&#160;</a></span>HasEmitter()</h2>
  571. <div class="memitem">
  572. <div class="memproto">
  573. <table class="mlabels">
  574. <tr>
  575. <td class="mlabels-left">
  576. <table class="memname">
  577. <tr>
  578. <td class="memname">bool HasEmitter </td>
  579. <td>(</td>
  580. <td class="paramname"></td><td>)</td>
  581. <td></td>
  582. </tr>
  583. </table>
  584. </td>
  585. <td class="mlabels-right">
  586. <span class="mlabels"><span class="mlabel">inline</span></span> </td>
  587. </tr>
  588. </table>
  589. </div><div class="memdoc">
  590. <p>Checks if liquid has at least one emitter manipulator. </p>
  591. <p>Liquid component must have emitter or non empty initial state, otherwise it won't be able to generate any particles and will never generate any actual liquid. </p>
  592. </div>
  593. </div>
  594. <a id="ae9776c03adf564265c7c02463cec93b7" name="ae9776c03adf564265c7c02463cec93b7"></a>
  595. <h2 class="memtitle"><span class="permalink"><a href="#ae9776c03adf564265c7c02463cec93b7">&#9670;&#160;</a></span>GetColliderList()</h2>
  596. <div class="memitem">
  597. <div class="memproto">
  598. <table class="mlabels">
  599. <tr>
  600. <td class="mlabels-left">
  601. <table class="memname">
  602. <tr>
  603. <td class="memname">ReadOnlyCollection&lt; <a class="el" href="a00830.html">ZibraLiquidCollider</a> &gt; GetColliderList </td>
  604. <td>(</td>
  605. <td class="paramname"></td><td>)</td>
  606. <td></td>
  607. </tr>
  608. </table>
  609. </td>
  610. <td class="mlabels-right">
  611. <span class="mlabels"><span class="mlabel">inline</span></span> </td>
  612. </tr>
  613. </table>
  614. </div><div class="memdoc">
  615. <p>Returns read-only list of colliders. </p>
  616. </div>
  617. </div>
  618. <a id="aa346086eef93df4b671ad3e0d2c00b99" name="aa346086eef93df4b671ad3e0d2c00b99"></a>
  619. <h2 class="memtitle"><span class="permalink"><a href="#aa346086eef93df4b671ad3e0d2c00b99">&#9670;&#160;</a></span>HasCollider()</h2>
  620. <div class="memitem">
  621. <div class="memproto">
  622. <table class="mlabels">
  623. <tr>
  624. <td class="mlabels-left">
  625. <table class="memname">
  626. <tr>
  627. <td class="memname">bool HasCollider </td>
  628. <td>(</td>
  629. <td class="paramtype"><a class="el" href="a00830.html">ZibraLiquidCollider</a>&#160;</td>
  630. <td class="paramname"><em>collider</em></td><td>)</td>
  631. <td></td>
  632. </tr>
  633. </table>
  634. </td>
  635. <td class="mlabels-right">
  636. <span class="mlabels"><span class="mlabel">inline</span></span> </td>
  637. </tr>
  638. </table>
  639. </div><div class="memdoc">
  640. <p>Checks whether collider list has specified collider. </p>
  641. </div>
  642. </div>
  643. <a id="a71062d4cffa5c4980a6d2def067fc6c1" name="a71062d4cffa5c4980a6d2def067fc6c1"></a>
  644. <h2 class="memtitle"><span class="permalink"><a href="#a71062d4cffa5c4980a6d2def067fc6c1">&#9670;&#160;</a></span>AddCollider()</h2>
  645. <div class="memitem">
  646. <div class="memproto">
  647. <table class="mlabels">
  648. <tr>
  649. <td class="mlabels-left">
  650. <table class="memname">
  651. <tr>
  652. <td class="memname">void AddCollider </td>
  653. <td>(</td>
  654. <td class="paramtype"><a class="el" href="a00830.html">ZibraLiquidCollider</a>&#160;</td>
  655. <td class="paramname"><em>collider</em></td><td>)</td>
  656. <td></td>
  657. </tr>
  658. </table>
  659. </td>
  660. <td class="mlabels-right">
  661. <span class="mlabels"><span class="mlabel">inline</span></span> </td>
  662. </tr>
  663. </table>
  664. </div><div class="memdoc">
  665. <p>Adds collider to the liquid. </p>
  666. <p>Can only be used if liquid is not initialized yet, e.g. when liquid is disabled. </p>
  667. </div>
  668. </div>
  669. <a id="a22ee8fefddd8174e6392284524783362" name="a22ee8fefddd8174e6392284524783362"></a>
  670. <h2 class="memtitle"><span class="permalink"><a href="#a22ee8fefddd8174e6392284524783362">&#9670;&#160;</a></span>RemoveCollider()</h2>
  671. <div class="memitem">
  672. <div class="memproto">
  673. <table class="mlabels">
  674. <tr>
  675. <td class="mlabels-left">
  676. <table class="memname">
  677. <tr>
  678. <td class="memname">void RemoveCollider </td>
  679. <td>(</td>
  680. <td class="paramtype"><a class="el" href="a00830.html">ZibraLiquidCollider</a>&#160;</td>
  681. <td class="paramname"><em>collider</em></td><td>)</td>
  682. <td></td>
  683. </tr>
  684. </table>
  685. </td>
  686. <td class="mlabels-right">
  687. <span class="mlabels"><span class="mlabel">inline</span></span> </td>
  688. </tr>
  689. </table>
  690. </div><div class="memdoc">
  691. <p>Removes collider from the liquid. </p>
  692. <p>Can only be used if liquid is not initialized yet, e.g. when liquid is disabled. </p>
  693. </div>
  694. </div>
  695. <a id="aa58f899ad5137c8dd72d88a57a699227" name="aa58f899ad5137c8dd72d88a57a699227"></a>
  696. <h2 class="memtitle"><span class="permalink"><a href="#aa58f899ad5137c8dd72d88a57a699227">&#9670;&#160;</a></span>GetManipulatorList()</h2>
  697. <div class="memitem">
  698. <div class="memproto">
  699. <table class="mlabels">
  700. <tr>
  701. <td class="mlabels-left">
  702. <table class="memname">
  703. <tr>
  704. <td class="memname">ReadOnlyCollection&lt; <a class="el" href="a00818.html">Manipulator</a> &gt; GetManipulatorList </td>
  705. <td>(</td>
  706. <td class="paramname"></td><td>)</td>
  707. <td></td>
  708. </tr>
  709. </table>
  710. </td>
  711. <td class="mlabels-right">
  712. <span class="mlabels"><span class="mlabel">inline</span></span> </td>
  713. </tr>
  714. </table>
  715. </div><div class="memdoc">
  716. <p>Returns read-only list of colliders. </p>
  717. </div>
  718. </div>
  719. <a id="aac0ad2411b42670e36cc79a9865e6a95" name="aac0ad2411b42670e36cc79a9865e6a95"></a>
  720. <h2 class="memtitle"><span class="permalink"><a href="#aac0ad2411b42670e36cc79a9865e6a95">&#9670;&#160;</a></span>HasManipulator()</h2>
  721. <div class="memitem">
  722. <div class="memproto">
  723. <table class="mlabels">
  724. <tr>
  725. <td class="mlabels-left">
  726. <table class="memname">
  727. <tr>
  728. <td class="memname">bool HasManipulator </td>
  729. <td>(</td>
  730. <td class="paramtype"><a class="el" href="a00818.html">Manipulator</a>&#160;</td>
  731. <td class="paramname"><em>manipulator</em></td><td>)</td>
  732. <td></td>
  733. </tr>
  734. </table>
  735. </td>
  736. <td class="mlabels-right">
  737. <span class="mlabels"><span class="mlabel">inline</span></span> </td>
  738. </tr>
  739. </table>
  740. </div><div class="memdoc">
  741. <p>Checks whether manipulator list has specified manipulator. </p>
  742. </div>
  743. </div>
  744. <a id="a6727531d04632327e5aa53292d37b73b" name="a6727531d04632327e5aa53292d37b73b"></a>
  745. <h2 class="memtitle"><span class="permalink"><a href="#a6727531d04632327e5aa53292d37b73b">&#9670;&#160;</a></span>AddManipulator()</h2>
  746. <div class="memitem">
  747. <div class="memproto">
  748. <table class="mlabels">
  749. <tr>
  750. <td class="mlabels-left">
  751. <table class="memname">
  752. <tr>
  753. <td class="memname">void AddManipulator </td>
  754. <td>(</td>
  755. <td class="paramtype"><a class="el" href="a00818.html">Manipulator</a>&#160;</td>
  756. <td class="paramname"><em>manipulator</em></td><td>)</td>
  757. <td></td>
  758. </tr>
  759. </table>
  760. </td>
  761. <td class="mlabels-right">
  762. <span class="mlabels"><span class="mlabel">inline</span></span> </td>
  763. </tr>
  764. </table>
  765. </div><div class="memdoc">
  766. <p>Adds manipulator to the liquid. </p>
  767. <p>Can only be used if liquid is not initialized yet, e.g. when liquid is disabled. </p>
  768. </div>
  769. </div>
  770. <a id="a7a7e7d8a5040cee41196e023a9c05060" name="a7a7e7d8a5040cee41196e023a9c05060"></a>
  771. <h2 class="memtitle"><span class="permalink"><a href="#a7a7e7d8a5040cee41196e023a9c05060">&#9670;&#160;</a></span>RemoveManipulator()</h2>
  772. <div class="memitem">
  773. <div class="memproto">
  774. <table class="mlabels">
  775. <tr>
  776. <td class="mlabels-left">
  777. <table class="memname">
  778. <tr>
  779. <td class="memname">void RemoveManipulator </td>
  780. <td>(</td>
  781. <td class="paramtype"><a class="el" href="a00818.html">Manipulator</a>&#160;</td>
  782. <td class="paramname"><em>manipulator</em></td><td>)</td>
  783. <td></td>
  784. </tr>
  785. </table>
  786. </td>
  787. <td class="mlabels-right">
  788. <span class="mlabels"><span class="mlabel">inline</span></span> </td>
  789. </tr>
  790. </table>
  791. </div><div class="memdoc">
  792. <p>Removes manipulator from the liquid. </p>
  793. <p>Can only be used if liquid is not initialized yet, e.g. when liquid is disabled. </p>
  794. </div>
  795. </div>
  796. <a id="ab685c910941c95548b386ddb975be0dd" name="ab685c910941c95548b386ddb975be0dd"></a>
  797. <h2 class="memtitle"><span class="permalink"><a href="#ab685c910941c95548b386ddb975be0dd">&#9670;&#160;</a></span>GetParticleCountFootprint()</h2>
  798. <div class="memitem">
  799. <div class="memproto">
  800. <table class="mlabels">
  801. <tr>
  802. <td class="mlabels-left">
  803. <table class="memname">
  804. <tr>
  805. <td class="memname">ulong GetParticleCountFootprint </td>
  806. <td>(</td>
  807. <td class="paramname"></td><td>)</td>
  808. <td></td>
  809. </tr>
  810. </table>
  811. </td>
  812. <td class="mlabels-right">
  813. <span class="mlabels"><span class="mlabel">inline</span></span> </td>
  814. </tr>
  815. </table>
  816. </div><div class="memdoc">
  817. <p>Returns approximate VRAM usage corresponding to MaxNumParticles. </p>
  818. <dl class="section return"><dt>Returns</dt><dd>Approximate VRAM usage in bytes. </dd></dl>
  819. </div>
  820. </div>
  821. <a id="a2e8cbe7da7ae73d4cdaade0d3410a747" name="a2e8cbe7da7ae73d4cdaade0d3410a747"></a>
  822. <h2 class="memtitle"><span class="permalink"><a href="#a2e8cbe7da7ae73d4cdaade0d3410a747">&#9670;&#160;</a></span>GetSDFsFootprint()</h2>
  823. <div class="memitem">
  824. <div class="memproto">
  825. <table class="mlabels">
  826. <tr>
  827. <td class="mlabels-left">
  828. <table class="memname">
  829. <tr>
  830. <td class="memname">ulong GetSDFsFootprint </td>
  831. <td>(</td>
  832. <td class="paramname"></td><td>)</td>
  833. <td></td>
  834. </tr>
  835. </table>
  836. </td>
  837. <td class="mlabels-right">
  838. <span class="mlabels"><span class="mlabel">inline</span></span> </td>
  839. </tr>
  840. </table>
  841. </div><div class="memdoc">
  842. <p>Returns approximate VRAM usage corresponding to manipulators/colliders SDFs. </p>
  843. <dl class="section return"><dt>Returns</dt><dd>Approximate VRAM usage in bytes. </dd></dl>
  844. </div>
  845. </div>
  846. <a id="a6e27e7721f52fd4a8539e565aa6abcf1" name="a6e27e7721f52fd4a8539e565aa6abcf1"></a>
  847. <h2 class="memtitle"><span class="permalink"><a href="#a6e27e7721f52fd4a8539e565aa6abcf1">&#9670;&#160;</a></span>GetGridFootprint()</h2>
  848. <div class="memitem">
  849. <div class="memproto">
  850. <table class="mlabels">
  851. <tr>
  852. <td class="mlabels-left">
  853. <table class="memname">
  854. <tr>
  855. <td class="memname">ulong GetGridFootprint </td>
  856. <td>(</td>
  857. <td class="paramname"></td><td>)</td>
  858. <td></td>
  859. </tr>
  860. </table>
  861. </td>
  862. <td class="mlabels-right">
  863. <span class="mlabels"><span class="mlabel">inline</span></span> </td>
  864. </tr>
  865. </table>
  866. </div><div class="memdoc">
  867. <p>Calculates approximate VRAM usage corresponding to GridResolution. </p>
  868. <dl class="section return"><dt>Returns</dt><dd>Approximate VRAM usage in bytes. </dd></dl>
  869. </div>
  870. </div>
  871. <a id="a484530f9d18e906daf0f5cd5d5516136" name="a484530f9d18e906daf0f5cd5d5516136"></a>
  872. <h2 class="memtitle"><span class="permalink"><a href="#a484530f9d18e906daf0f5cd5d5516136">&#9670;&#160;</a></span>InitializeSimulation()</h2>
  873. <div class="memitem">
  874. <div class="memproto">
  875. <table class="mlabels">
  876. <tr>
  877. <td class="mlabels-left">
  878. <table class="memname">
  879. <tr>
  880. <td class="memname">void InitializeSimulation </td>
  881. <td>(</td>
  882. <td class="paramname"></td><td>)</td>
  883. <td></td>
  884. </tr>
  885. </table>
  886. </td>
  887. <td class="mlabels-right">
  888. <span class="mlabels"><span class="mlabel">inline</span></span> </td>
  889. </tr>
  890. </table>
  891. </div><div class="memdoc">
  892. <p>Initializes liquid simulation resources. </p>
  893. <p>This is automatically called in <code>OnEnable()</code> if not in edit mode. To run liquid simulation in edit mode, you need to call it manually. </p>
  894. <p>On success, sets Initialize to true. </p>
  895. <p>On fail, cleans up simulation resources and throws an <code>Exception</code>. </p>
  896. <p>Initialization allocates GPU resources, so calling this at runtime may cause stutter. Prefer to initialize liquid on scene load. </p>
  897. <p>Has no effect if liquid is already initialized. </p>
  898. </div>
  899. </div>
  900. <a id="a70437966da5eaae13ca8b167bedea7eb" name="a70437966da5eaae13ca8b167bedea7eb"></a>
  901. <h2 class="memtitle"><span class="permalink"><a href="#a70437966da5eaae13ca8b167bedea7eb">&#9670;&#160;</a></span>ReleaseSimulation()</h2>
  902. <div class="memitem">
  903. <div class="memproto">
  904. <table class="mlabels">
  905. <tr>
  906. <td class="mlabels-left">
  907. <table class="memname">
  908. <tr>
  909. <td class="memname">void ReleaseSimulation </td>
  910. <td>(</td>
  911. <td class="paramname"></td><td>)</td>
  912. <td></td>
  913. </tr>
  914. </table>
  915. </td>
  916. <td class="mlabels-right">
  917. <span class="mlabels"><span class="mlabel">inline</span></span> </td>
  918. </tr>
  919. </table>
  920. </div><div class="memdoc">
  921. <p>Releases liquid simulation resources. </p>
  922. <p>This is automatically called in <code>OnDisable()</code>. When running liquid simulation in edit mode, you may want to call it manually. </p>
  923. <p>Sets Initialize to false. </p>
  924. <p>Releases GPU resources and so frees up VRAM. </p>
  925. <p>Has no effect if liquid is not initialized. </p>
  926. </div>
  927. </div>
  928. <a id="ac1b5c8c4c979c526524e7f1b6055ddfa" name="ac1b5c8c4c979c526524e7f1b6055ddfa"></a>
  929. <h2 class="memtitle"><span class="permalink"><a href="#ac1b5c8c4c979c526524e7f1b6055ddfa">&#9670;&#160;</a></span>UpdateSimulation()</h2>
  930. <div class="memitem">
  931. <div class="memproto">
  932. <table class="mlabels">
  933. <tr>
  934. <td class="mlabels-left">
  935. <table class="memname">
  936. <tr>
  937. <td class="memname">void UpdateSimulation </td>
  938. <td>(</td>
  939. <td class="paramtype">float&#160;</td>
  940. <td class="paramname"><em>deltaTime</em></td><td>)</td>
  941. <td></td>
  942. </tr>
  943. </table>
  944. </td>
  945. <td class="mlabels-right">
  946. <span class="mlabels"><span class="mlabel">inline</span></span> </td>
  947. </tr>
  948. </table>
  949. </div><div class="memdoc">
  950. <p>Runs liquid simulation. </p>
  951. <p>You don't need to call it manually, unless you want to run liquid in edit mode. In play mode it's called automatically in <code>Update</code> or <code>FixedUpdate</code> depending on UseFixedTimestep </p>
  952. <p>Executes SimulationIterationsPerFrame number of liquid simulation iterations. </p>
  953. </div>
  954. </div>
  955. <a id="a2b39f1ee4f49a3aa6d730d8ae29fb570" name="a2b39f1ee4f49a3aa6d730d8ae29fb570"></a>
  956. <h2 class="memtitle"><span class="permalink"><a href="#a2b39f1ee4f49a3aa6d730d8ae29fb570">&#9670;&#160;</a></span>UpdateUnityRender()</h2>
  957. <div class="memitem">
  958. <div class="memproto">
  959. <table class="mlabels">
  960. <tr>
  961. <td class="mlabels-left">
  962. <table class="memname">
  963. <tr>
  964. <td class="memname">GameObject UpdateUnityRender </td>
  965. <td>(</td>
  966. <td class="paramname"></td><td>)</td>
  967. <td></td>
  968. </tr>
  969. </table>
  970. </td>
  971. <td class="mlabels-right">
  972. <span class="mlabels"><span class="mlabel">inline</span></span> </td>
  973. </tr>
  974. </table>
  975. </div><div class="memdoc">
  976. <p>Updates Mesh object used for Unity Render. </p>
  977. <p>In case CurrentRenderingMode is set to Unity Render mode, creates or enabled mesh used for it. Otherwise disabled that mesh (if it exists). </p>
  978. <p>If you set CurrentRenderingMode to Unity Render mode via script, you may want to call this method so make liquid create liquid mesh used for rendering, so you can configure that newly created object. </p>
  979. <p>Executes SimulationIterationsPerFrame number of liquid simulation iterations. </p>
  980. <dl class="section return"><dt>Returns</dt><dd>GameObject used for Unity Render, or null if it doesn't exist. In case CurrentRenderingMode is set to Unity Render mode, valid GameObject is always returned. Otherwise object may be returned if it was created previously. </dd></dl>
  981. </div>
  982. </div>
  983. <a id="a4cc0b8f5b4aa1722c55211319a83de67" name="a4cc0b8f5b4aa1722c55211319a83de67"></a>
  984. <h2 class="memtitle"><span class="permalink"><a href="#a4cc0b8f5b4aa1722c55211319a83de67">&#9670;&#160;</a></span>GetStats()</h2>
  985. <div class="memitem">
  986. <div class="memproto">
  987. <table class="mlabels">
  988. <tr>
  989. <td class="mlabels-left">
  990. <table class="memname">
  991. <tr>
  992. <td class="memname">List&lt; string &gt; GetStats </td>
  993. <td>(</td>
  994. <td class="paramname"></td><td>)</td>
  995. <td></td>
  996. </tr>
  997. </table>
  998. </td>
  999. <td class="mlabels-right">
  1000. <span class="mlabels"><span class="mlabel">inline</span></span> </td>
  1001. </tr>
  1002. </table>
  1003. </div><div class="memdoc">
  1004. <p>Return various stats of an object. </p>
  1005. <p>This is implemented by simulation volumes and return values specific to that type of simulation. </p>
  1006. <p>Implements <a class="el" href="a00678.html#a4cc0b8f5b4aa1722c55211319a83de67">StatReporter</a>.</p>
  1007. </div>
  1008. </div>
  1009. <a id="a755e7a04dbc0bc114ebd52997a9a2a42" name="a755e7a04dbc0bc114ebd52997a9a2a42"></a>
  1010. <h2 class="memtitle"><span class="permalink"><a href="#a755e7a04dbc0bc114ebd52997a9a2a42">&#9670;&#160;</a></span>OnValidate()</h2>
  1011. <div class="memitem">
  1012. <div class="memproto">
  1013. <table class="mlabels">
  1014. <tr>
  1015. <td class="mlabels-left">
  1016. <table class="memname">
  1017. <tr>
  1018. <td class="memname">void OnValidate </td>
  1019. <td>(</td>
  1020. <td class="paramname"></td><td>)</td>
  1021. <td></td>
  1022. </tr>
  1023. </table>
  1024. </td>
  1025. <td class="mlabels-right">
  1026. <span class="mlabels"><span class="mlabel">inline</span></span> </td>
  1027. </tr>
  1028. </table>
  1029. </div><div class="memdoc">
  1030. <p>(Editor only) Validates liquid parameters and fixes them as needed. </p>
  1031. </div>
  1032. </div>
  1033. <a id="a53cae94c098143f58dbca8408985f88b" name="a53cae94c098143f58dbca8408985f88b"></a>
  1034. <h2 class="memtitle"><span class="permalink"><a href="#a53cae94c098143f58dbca8408985f88b">&#9670;&#160;</a></span>SerializeCurrentLiquidState()</h2>
  1035. <div class="memitem">
  1036. <div class="memproto">
  1037. <table class="mlabels">
  1038. <tr>
  1039. <td class="mlabels-left">
  1040. <table class="memname">
  1041. <tr>
  1042. <td class="memname"><a class="el" href="a00862.html">BakedInitialState</a> SerializeCurrentLiquidState </td>
  1043. <td>(</td>
  1044. <td class="paramname"></td><td>)</td>
  1045. <td></td>
  1046. </tr>
  1047. </table>
  1048. </td>
  1049. <td class="mlabels-right">
  1050. <span class="mlabels"><span class="mlabel">inline</span></span> </td>
  1051. </tr>
  1052. </table>
  1053. </div><div class="memdoc">
  1054. <p>(Editor only) Save current simulation state </p>
  1055. </div>
  1056. </div>
  1057. <h2 class="groupheader">Member Data Documentation</h2>
  1058. <a id="a3e0d62990bc24eac42e3e6cad65df04c" name="a3e0d62990bc24eac42e3e6cad65df04c"></a>
  1059. <h2 class="memtitle"><span class="permalink"><a href="#a3e0d62990bc24eac42e3e6cad65df04c">&#9670;&#160;</a></span>AllFluids</h2>
  1060. <div class="memitem">
  1061. <div class="memproto">
  1062. <table class="mlabels">
  1063. <tr>
  1064. <td class="mlabels-left">
  1065. <table class="memname">
  1066. <tr>
  1067. <td class="memname">List&lt;<a class="el" href="a00858.html">ZibraLiquid</a>&gt; AllFluids = new List&lt;<a class="el" href="a00858.html">ZibraLiquid</a>&gt;()</td>
  1068. </tr>
  1069. </table>
  1070. </td>
  1071. <td class="mlabels-right">
  1072. <span class="mlabels"><span class="mlabel">static</span></span> </td>
  1073. </tr>
  1074. </table>
  1075. </div><div class="memdoc">
  1076. <p>A list of all enabled instances of this component. </p>
  1077. </div>
  1078. </div>
  1079. <a id="ae8055b085e79525e5251e9007f723404" name="ae8055b085e79525e5251e9007f723404"></a>
  1080. <h2 class="memtitle"><span class="permalink"><a href="#ae8055b085e79525e5251e9007f723404">&#9670;&#160;</a></span>BAKED_LIQUID_PAID_HEADER_VALUE</h2>
  1081. <div class="memitem">
  1082. <div class="memproto">
  1083. <table class="mlabels">
  1084. <tr>
  1085. <td class="mlabels-left">
  1086. <table class="memname">
  1087. <tr>
  1088. <td class="memname">const int BAKED_LIQUID_PAID_HEADER_VALUE = 0x071B9AA1</td>
  1089. </tr>
  1090. </table>
  1091. </td>
  1092. <td class="mlabels-right">
  1093. <span class="mlabels"><span class="mlabel">static</span></span> </td>
  1094. </tr>
  1095. </table>
  1096. </div><div class="memdoc">
  1097. <p>Header of initial state baked in the Paid version. </p>
  1098. <p>Use IsValidBakedLiquidHeader instead, unless you need to check which version baked this state. </p>
  1099. <p>You can compare this to first int in .bytes file, to check whether it is baked liquid state saved specifically by the Paid version. </p>
  1100. <p>Baked states are compatible across versions, But state baked in the Pro version also contains data about particle species, So state from the Pro version has different format and a little bit larger. </p>
  1101. </div>
  1102. </div>
  1103. <a id="af229feb69cee9042d8ccaf706e30cb22" name="af229feb69cee9042d8ccaf706e30cb22"></a>
  1104. <h2 class="memtitle"><span class="permalink"><a href="#af229feb69cee9042d8ccaf706e30cb22">&#9670;&#160;</a></span>BAKED_LIQUID_PRO_HEADER_VALUE</h2>
  1105. <div class="memitem">
  1106. <div class="memproto">
  1107. <table class="mlabels">
  1108. <tr>
  1109. <td class="mlabels-left">
  1110. <table class="memname">
  1111. <tr>
  1112. <td class="memname">const int BAKED_LIQUID_PRO_HEADER_VALUE = 0x171B9AA1</td>
  1113. </tr>
  1114. </table>
  1115. </td>
  1116. <td class="mlabels-right">
  1117. <span class="mlabels"><span class="mlabel">static</span></span> </td>
  1118. </tr>
  1119. </table>
  1120. </div><div class="memdoc">
  1121. <p>Header of initial state baked in the Pro version. </p>
  1122. <p>Use IsValidBakedLiquidHeader instead, unless you need to check which version baked this state. </p>
  1123. <p>You can compare this to first int in .bytes file, to check whether it is baked liquid state saved specifically by the Pro version. </p>
  1124. <p>Baked states are compatible across versions, But state baked in the Pro version also contains data about particle species, So state from the Pro version has different format and a little bit larger. </p>
  1125. </div>
  1126. </div>
  1127. <a id="ab680bf67e3c8e11e22bb2f5fc8d478bc" name="ab680bf67e3c8e11e22bb2f5fc8d478bc"></a>
  1128. <h2 class="memtitle"><span class="permalink"><a href="#ab680bf67e3c8e11e22bb2f5fc8d478bc">&#9670;&#160;</a></span>DEFAULT_SIMULATION_TIME_SCALE</h2>
  1129. <div class="memitem">
  1130. <div class="memproto">
  1131. <table class="mlabels">
  1132. <tr>
  1133. <td class="mlabels-left">
  1134. <table class="memname">
  1135. <tr>
  1136. <td class="memname">const float DEFAULT_SIMULATION_TIME_SCALE = 40.0f</td>
  1137. </tr>
  1138. </table>
  1139. </td>
  1140. <td class="mlabels-right">
  1141. <span class="mlabels"><span class="mlabel">static</span></span> </td>
  1142. </tr>
  1143. </table>
  1144. </div><div class="memdoc">
  1145. <p>Default speed of liquid simulation. </p>
  1146. <p>The defualt value of speed of liquid simulation that defines relation between simulation time units and seconds. </p>
  1147. </div>
  1148. </div>
  1149. <a id="a5cbebfc79264084a1a7919b1f2df4bcd" name="a5cbebfc79264084a1a7919b1f2df4bcd"></a>
  1150. <h2 class="memtitle"><span class="permalink"><a href="#a5cbebfc79264084a1a7919b1f2df4bcd">&#9670;&#160;</a></span>Color0</h2>
  1151. <div class="memitem">
  1152. <div class="memproto">
  1153. <table class="memname">
  1154. <tr>
  1155. <td class="memname">RenderTexture Color0</td>
  1156. </tr>
  1157. </table>
  1158. </div><div class="memdoc">
  1159. <p>Render target containing rendered mesh. </p>
  1160. <p>This is RGBA float render target. Format during Mesh Render pass:</p><ul>
  1161. <li>xyz - World position</li>
  1162. <li>w - Encoded surface normal</li>
  1163. </ul>
  1164. <p>Format during Visualse SDF pass:</p><ul>
  1165. <li>xyz - Normal</li>
  1166. <li>w - Depth </li>
  1167. </ul>
  1168. <p>When Visualize SDF is enabled, it will execute after Mesh Render pass, and so it will overwrite rendered liquid. </p>
  1169. <p>Only used in Mesh Render mode or Visualize SDF pass. </p>
  1170. </div>
  1171. </div>
  1172. <a id="a8802ec2eae60fe3d54d85b8811547e63" name="a8802ec2eae60fe3d54d85b8811547e63"></a>
  1173. <h2 class="memtitle"><span class="permalink"><a href="#a8802ec2eae60fe3d54d85b8811547e63">&#9670;&#160;</a></span>Color1</h2>
  1174. <div class="memitem">
  1175. <div class="memproto">
  1176. <table class="memname">
  1177. <tr>
  1178. <td class="memname">RenderTexture Color1</td>
  1179. </tr>
  1180. </table>
  1181. </div><div class="memdoc">
  1182. <p>Render target containing raymarched data. </p>
  1183. <p>This is RGBA float render target. Format:</p><ul>
  1184. <li>x - Depth of first light bounce traveling inside liquid</li>
  1185. <li>y - Depth of first light bounce traveling outside liquid (if any)</li>
  1186. <li>z - Depth of second light bounce traveling inside liquid (if any)</li>
  1187. <li>w - 0</li>
  1188. </ul>
  1189. <p>calculation of yz components require RefractionBounces in ZibraLiquidAdvancedRenderParameters to be set to TwoBounces. </p>
  1190. <p>Unused if DisableRaymarch in ZibraLiquidAdvancedRenderParameters is enabled. </p>
  1191. <p>Only used in Mesh Render mode. </p>
  1192. </div>
  1193. </div>
  1194. <a id="ad12b5a8f06f61b64d95da8b9e062f7e5" name="ad12b5a8f06f61b64d95da8b9e062f7e5"></a>
  1195. <h2 class="memtitle"><span class="permalink"><a href="#ad12b5a8f06f61b64d95da8b9e062f7e5">&#9670;&#160;</a></span>Color2</h2>
  1196. <div class="memitem">
  1197. <div class="memproto">
  1198. <table class="memname">
  1199. <tr>
  1200. <td class="memname">RenderTexture Color2</td>
  1201. </tr>
  1202. </table>
  1203. </div><div class="memdoc">
  1204. <p>Render target containing raymarched data. </p>
  1205. <p>This is RGBA float render target. Format:</p><ul>
  1206. <li>xyz - Concentrations of Material1/2/3 respectively.</li>
  1207. <li>w - 0 </li>
  1208. </ul>
  1209. <p>Unused if DisableRaymarch in ZibraLiquidAdvancedRenderParameters is enabled. </p>
  1210. <p>Only used in Mesh Render mode. </p>
  1211. <p>Texture exists in non Pro versions too for technical reasons, but has no functionality in non Pro versions. </p>
  1212. </div>
  1213. </div>
  1214. <a id="a66a803af3bc9a29e3ed3ca6590b95244" name="a66a803af3bc9a29e3ed3ca6590b95244"></a>
  1215. <h2 class="memtitle"><span class="permalink"><a href="#a66a803af3bc9a29e3ed3ca6590b95244">&#9670;&#160;</a></span>UpscaleColor</h2>
  1216. <div class="memitem">
  1217. <div class="memproto">
  1218. <table class="memname">
  1219. <tr>
  1220. <td class="memname">RenderTexture UpscaleColor</td>
  1221. </tr>
  1222. </table>
  1223. </div><div class="memdoc">
  1224. <p>Render target containing rendered liquid when using downscale. </p>
  1225. <p>This is RGBA float render target. Format:</p><ul>
  1226. <li>xyz - Rendered liquid</li>
  1227. <li>w - 1.0 in pixels with liquid, and 0 othewise </li>
  1228. </ul>
  1229. <p>Only used when EnableDownscale is enabled. </p>
  1230. <p>Only used in Mesh Render mode. </p>
  1231. </div>
  1232. </div>
  1233. <a id="a9cce3b7401f26ba19d76d93a3f26c765" name="a9cce3b7401f26ba19d76d93a3f26c765"></a>
  1234. <h2 class="memtitle"><span class="permalink"><a href="#a9cce3b7401f26ba19d76d93a3f26c765">&#9670;&#160;</a></span>UpscaleDepth</h2>
  1235. <div class="memitem">
  1236. <div class="memproto">
  1237. <table class="memname">
  1238. <tr>
  1239. <td class="memname">RenderTexture UpscaleDepth</td>
  1240. </tr>
  1241. </table>
  1242. </div><div class="memdoc">
  1243. <p>Render target containing liquid depth when using downscale. </p>
  1244. <p>Only used when EnableDownscale is enabled. </p>
  1245. <p>Only used in Mesh Render mode. </p>
  1246. </div>
  1247. </div>
  1248. <a id="a09b8c4a95cd409908e114a609d5b725c" name="a09b8c4a95cd409908e114a609d5b725c"></a>
  1249. <h2 class="memtitle"><span class="permalink"><a href="#a09b8c4a95cd409908e114a609d5b725c">&#9670;&#160;</a></span>Depth</h2>
  1250. <div class="memitem">
  1251. <div class="memproto">
  1252. <table class="memname">
  1253. <tr>
  1254. <td class="memname">RenderTexture Depth</td>
  1255. </tr>
  1256. </table>
  1257. </div><div class="memdoc">
  1258. <p>Depth buffer containing liquid depth. </p>
  1259. <p>This is depth buffer. Format:</p><ul>
  1260. <li>r - rendered liquid mesh depth. </li>
  1261. </ul>
  1262. <p>Only used in Mesh Render mode. </p>
  1263. </div>
  1264. </div>
  1265. <a id="aba4f6b778bfc4894d9d156becf6afc10" name="aba4f6b778bfc4894d9d156becf6afc10"></a>
  1266. <h2 class="memtitle"><span class="permalink"><a href="#aba4f6b778bfc4894d9d156becf6afc10">&#9670;&#160;</a></span>ParticlesRT</h2>
  1267. <div class="memitem">
  1268. <div class="memproto">
  1269. <table class="memname">
  1270. <tr>
  1271. <td class="memname">RenderTexture ParticlesRT</td>
  1272. </tr>
  1273. </table>
  1274. </div><div class="memdoc">
  1275. <p>Render target containing rendered foam particles. </p>
  1276. <p>Only used in Mesh Render mode. </p>
  1277. <p>This is RGBA float render target. Format:</p><ul>
  1278. <li>rgba - foam color. </li>
  1279. </ul>
  1280. <p>Current version only supports monochrome foam but in future update we'll use all 4 color components </p>
  1281. </div>
  1282. </div>
  1283. <a id="a58335dc3894a65beff466932644cf7d5" name="a58335dc3894a65beff466932644cf7d5"></a>
  1284. <h2 class="memtitle"><span class="permalink"><a href="#a58335dc3894a65beff466932644cf7d5">&#9670;&#160;</a></span>Counters</h2>
  1285. <div class="memitem">
  1286. <div class="memproto">
  1287. <table class="memname">
  1288. <tr>
  1289. <td class="memname">ComputeBuffer Counters</td>
  1290. </tr>
  1291. </table>
  1292. </div><div class="memdoc">
  1293. <p>Buffer containing generated mesh counters. </p>
  1294. <p>This is an int buffer. Counters[0] = Number of quads. Counters[1] = Number of vertices. </p>
  1295. </div>
  1296. </div>
  1297. <a id="a21b1cb25eb394f3d90ae2f97c9133817" name="a21b1cb25eb394f3d90ae2f97c9133817"></a>
  1298. <h2 class="memtitle"><span class="permalink"><a href="#a21b1cb25eb394f3d90ae2f97c9133817">&#9670;&#160;</a></span>VertexIDGrid</h2>
  1299. <div class="memitem">
  1300. <div class="memproto">
  1301. <table class="memname">
  1302. <tr>
  1303. <td class="memname">ComputeBuffer VertexIDGrid</td>
  1304. </tr>
  1305. </table>
  1306. </div><div class="memdoc">
  1307. <p>Buffer containing indices of vertices corresponding to grid nodes. </p>
  1308. <p>This is an int buffer. VertexIDGrid[nodeID] = Index of vertex corresponding to grid node with id nodeID </p>
  1309. </div>
  1310. </div>
  1311. <a id="a7ef4f40400ba46aec74a7a2d1e0828b2" name="a7ef4f40400ba46aec74a7a2d1e0828b2"></a>
  1312. <h2 class="memtitle"><span class="permalink"><a href="#a7ef4f40400ba46aec74a7a2d1e0828b2">&#9670;&#160;</a></span>VertexBuffer0</h2>
  1313. <div class="memitem">
  1314. <div class="memproto">
  1315. <table class="memname">
  1316. <tr>
  1317. <td class="memname">GraphicsBuffer VertexBuffer0</td>
  1318. </tr>
  1319. </table>
  1320. </div><div class="memdoc">
  1321. <p>Buffer containing indices of vertices corresponding to grid nodes. </p>
  1322. <p>This is an uint buffer. VertexIDGrid[3 * vertexID + 0/1/2] = X/Y/Z coordinate of vertex in simulation space encoded with <code>asuint</code>. </p>
  1323. </div>
  1324. </div>
  1325. <a id="ac43938210f27a9dcb8832cb208c7209a" name="ac43938210f27a9dcb8832cb208c7209a"></a>
  1326. <h2 class="memtitle"><span class="permalink"><a href="#ac43938210f27a9dcb8832cb208c7209a">&#9670;&#160;</a></span>VertexBuffer1</h2>
  1327. <div class="memitem">
  1328. <div class="memproto">
  1329. <table class="memname">
  1330. <tr>
  1331. <td class="memname">GraphicsBuffer VertexBuffer1</td>
  1332. </tr>
  1333. </table>
  1334. </div><div class="memdoc">
  1335. <p>Temporary buffer for internal calculations. </p>
  1336. <p>Has same structure as VertexBuffer0, but only contains intermediate data. </p>
  1337. <p>You can safely reuse it for your needs, to save VRAM, but it'll get overwritten during liquid mesh generation. </p>
  1338. </div>
  1339. </div>
  1340. <a id="a09c6f1170ab86877cdd966da101faff2" name="a09c6f1170ab86877cdd966da101faff2"></a>
  1341. <h2 class="memtitle"><span class="permalink"><a href="#a09c6f1170ab86877cdd966da101faff2">&#9670;&#160;</a></span>QuadBuffer</h2>
  1342. <div class="memitem">
  1343. <div class="memproto">
  1344. <table class="memname">
  1345. <tr>
  1346. <td class="memname">ComputeBuffer QuadBuffer</td>
  1347. </tr>
  1348. </table>
  1349. </div><div class="memdoc">
  1350. <p>Buffer containing information about liquid mesh quads. </p>
  1351. <p>This is an uint buffer. Each element contains encoded data about single quad. Data encoded as follows: Leas significant 29 bits - ID of grid node corresponding to quad. Next 2 bits - ID of axis of quad Next 1 bit - direction of quad, 1 = positive direction, 0 = negative direction </p>
  1352. </div>
  1353. </div>
  1354. <a id="a31413c56d0c0b0917207eb83423fa07b" name="a31413c56d0c0b0917207eb83423fa07b"></a>
  1355. <h2 class="memtitle"><span class="permalink"><a href="#a31413c56d0c0b0917207eb83423fa07b">&#9670;&#160;</a></span>TransferDataBuffer</h2>
  1356. <div class="memitem">
  1357. <div class="memproto">
  1358. <table class="memname">
  1359. <tr>
  1360. <td class="memname">ComputeBuffer TransferDataBuffer</td>
  1361. </tr>
  1362. </table>
  1363. </div><div class="memdoc">
  1364. <p>Temporary buffer for internal calculations. </p>
  1365. <p>Used as intermediate to write to buffers that cannot normally be written from GPU. </p>
  1366. </div>
  1367. </div>
  1368. <a id="a07de837e90dd20486c8009d95bd04d69" name="a07de837e90dd20486c8009d95bd04d69"></a>
  1369. <h2 class="memtitle"><span class="permalink"><a href="#a07de837e90dd20486c8009d95bd04d69">&#9670;&#160;</a></span>MeshRenderIndexBuffer</h2>
  1370. <div class="memitem">
  1371. <div class="memproto">
  1372. <table class="memname">
  1373. <tr>
  1374. <td class="memname">GraphicsBuffer MeshRenderIndexBuffer</td>
  1375. </tr>
  1376. </table>
  1377. </div><div class="memdoc">
  1378. <p>Index buffer of liquid mesh. </p>
  1379. <p>Also, used as intermediate, to copy data to Unity's mesh. But not used exclusively in Unire Render mode. </p>
  1380. </div>
  1381. </div>
  1382. <a id="a878e451357849546d984caf9ba8440c9" name="a878e451357849546d984caf9ba8440c9"></a>
  1383. <h2 class="memtitle"><span class="permalink"><a href="#a878e451357849546d984caf9ba8440c9">&#9670;&#160;</a></span>VertexProperties</h2>
  1384. <div class="memitem">
  1385. <div class="memproto">
  1386. <table class="memname">
  1387. <tr>
  1388. <td class="memname">GraphicsBuffer VertexProperties</td>
  1389. </tr>
  1390. </table>
  1391. </div><div class="memdoc">
  1392. <p>Buffer containing vertex data of liquid mesh. </p>
  1393. <p>Used as intermediate, to copy data to Unity's mesh. </p>
  1394. <p>This is an uint buffer. Format:</p><ul>
  1395. <li>VertexProperties[6 * VertexID + 0/1/2] = X/Y/Z coordinate in local space, encoded with <code>asuint</code></li>
  1396. <li>VertexProperties[6 * VertexID + 3/4/5] = X/Y/Z normal encoded with <code>asuint</code> </li>
  1397. </ul>
  1398. <p>Only used in Unity Render mode. </p>
  1399. </div>
  1400. </div>
  1401. <a id="a18d2ecdab8c41098b39c2a5d40c592d6" name="a18d2ecdab8c41098b39c2a5d40c592d6"></a>
  1402. <h2 class="memtitle"><span class="permalink"><a href="#a18d2ecdab8c41098b39c2a5d40c592d6">&#9670;&#160;</a></span>LiquidMesh</h2>
  1403. <div class="memitem">
  1404. <div class="memproto">
  1405. <table class="memname">
  1406. <tr>
  1407. <td class="memname">Mesh LiquidMesh</td>
  1408. </tr>
  1409. </table>
  1410. </div><div class="memdoc">
  1411. <p>Mesh used for rendering in case Unity Render mode is used. </p>
  1412. </div>
  1413. </div>
  1414. <a id="a6dfc1949701a3c6926ab738b507fd473" name="a6dfc1949701a3c6926ab738b507fd473"></a>
  1415. <h2 class="memtitle"><span class="permalink"><a href="#a6dfc1949701a3c6926ab738b507fd473">&#9670;&#160;</a></span>HeightmapTexture</h2>
  1416. <div class="memitem">
  1417. <div class="memproto">
  1418. <table class="memname">
  1419. <tr>
  1420. <td class="memname">RenderTexture HeightmapTexture</td>
  1421. </tr>
  1422. </table>
  1423. </div><div class="memdoc">
  1424. <p>2D texture containing all heightmaps. </p>
  1425. <p>This is a float 2d texture. Each texel corresponds to a height value. Format:</p><ul>
  1426. <li>x - Height </li>
  1427. </ul>
  1428. </div>
  1429. </div>
  1430. <a id="a8898c10b80f72211b8bdc6991cf4f1e5" name="a8898c10b80f72211b8bdc6991cf4f1e5"></a>
  1431. <h2 class="memtitle"><span class="permalink"><a href="#a8898c10b80f72211b8bdc6991cf4f1e5">&#9670;&#160;</a></span>GridNormalTexture</h2>
  1432. <div class="memitem">
  1433. <div class="memproto">
  1434. <table class="memname">
  1435. <tr>
  1436. <td class="memname">RenderTexture GridNormalTexture</td>
  1437. </tr>
  1438. </table>
  1439. </div><div class="memdoc">
  1440. <p>3D texture containing liquid normals. </p>
  1441. <p>This is a float 3d texture. Each texel corresponds to grid node. Format:</p><ul>
  1442. <li>xyz - Normal</li>
  1443. <li>w - Blurred liquid density </li>
  1444. </ul>
  1445. </div>
  1446. </div>
  1447. <a id="ade187b54c28993130858d50f42c79d5a" name="ade187b54c28993130858d50f42c79d5a"></a>
  1448. <h2 class="memtitle"><span class="permalink"><a href="#ade187b54c28993130858d50f42c79d5a">&#9670;&#160;</a></span>DensityTexture</h2>
  1449. <div class="memitem">
  1450. <div class="memproto">
  1451. <table class="memname">
  1452. <tr>
  1453. <td class="memname">RenderTexture DensityTexture</td>
  1454. </tr>
  1455. </table>
  1456. </div><div class="memdoc">
  1457. <p>3D texture containing liquid normals. </p>
  1458. <p>This is a float 3d texture. Each texel corresponds to grid node. Format:</p><ul>
  1459. <li>xyz - Concentrations of liquid materials</li>
  1460. <li>w - Smooth liquid density </li>
  1461. </ul>
  1462. </div>
  1463. </div>
  1464. <a id="a2612b949eee63d99c2f1f6a712d3706f" name="a2612b949eee63d99c2f1f6a712d3706f"></a>
  1465. <h2 class="memtitle"><span class="permalink"><a href="#a2612b949eee63d99c2f1f6a712d3706f">&#9670;&#160;</a></span>VelocityTexture</h2>
  1466. <div class="memitem">
  1467. <div class="memproto">
  1468. <table class="memname">
  1469. <tr>
  1470. <td class="memname">RenderTexture VelocityTexture</td>
  1471. </tr>
  1472. </table>
  1473. </div><div class="memdoc">
  1474. <p>3D texture containing liquid normals. </p>
  1475. <p>This is a float 3d texture. Each texel corresponds to grid node. Format:</p><ul>
  1476. <li>xyz - Momentum of the liquid</li>
  1477. <li>w - Mass of the liquid </li>
  1478. </ul>
  1479. </div>
  1480. </div>
  1481. <a id="ab4d00788c411a409143f2e62fbc9c0e8" name="ab4d00788c411a409143f2e62fbc9c0e8"></a>
  1482. <h2 class="memtitle"><span class="permalink"><a href="#ab4d00788c411a409143f2e62fbc9c0e8">&#9670;&#160;</a></span>MaxNumParticles</h2>
  1483. <div class="memitem">
  1484. <div class="memproto">
  1485. <table class="memname">
  1486. <tr>
  1487. <td class="memname">int MaxNumParticles = 262144</td>
  1488. </tr>
  1489. </table>
  1490. </div><div class="memdoc">
  1491. <p>Maximum number of particles simulation may have. </p>
  1492. <p>Directly corresponds to maximum volume of liquid simulation may have. </p>
  1493. <p>Has noticeable VRAM impact. </p>
  1494. <p>Having more active particles in the simulation has noticeable performance impact. </p>
  1495. <p>This parameter can not be changed when liquid has GPU resources initialized. (See Initialized) </p>
  1496. <p>For UI limit of 10000000 particles is set, and that's maximum number which guaranteed to work (if you have enough VRAM). But if you want to, you can set it higher. </p>
  1497. </div>
  1498. </div>
  1499. <a id="a946e85fa04a56c9a658c62641f8df3c7" name="a946e85fa04a56c9a658c62641f8df3c7"></a>
  1500. <h2 class="memtitle"><span class="permalink"><a href="#a946e85fa04a56c9a658c62641f8df3c7">&#9670;&#160;</a></span>EnableDownscale</h2>
  1501. <div class="memitem">
  1502. <div class="memproto">
  1503. <table class="memname">
  1504. <tr>
  1505. <td class="memname">bool EnableDownscale = false</td>
  1506. </tr>
  1507. </table>
  1508. </div><div class="memdoc">
  1509. <p>If enabled, makes liquid render in lower resolution. </p>
  1510. <p>Enabling downscale can significantly improve performance on mobile, by having way less pixels calculate pixel shader for the liquid. </p>
  1511. <p>Has no effect in Unity Render mode. </p>
  1512. </div>
  1513. </div>
  1514. <a id="a6183f87b169d9690a53e7312507c2a42" name="a6183f87b169d9690a53e7312507c2a42"></a>
  1515. <h2 class="memtitle"><span class="permalink"><a href="#a6183f87b169d9690a53e7312507c2a42">&#9670;&#160;</a></span>DownscaleFactor</h2>
  1516. <div class="memitem">
  1517. <div class="memproto">
  1518. <table class="memname">
  1519. <tr>
  1520. <td class="memname">float DownscaleFactor = 0.5f</td>
  1521. </tr>
  1522. </table>
  1523. </div><div class="memdoc">
  1524. <p>Factor of resolution downscale. </p>
  1525. <p>Lower factor corresponds to better performance, but lower visual quality. </p>
  1526. <p>If you set this value too high, you may get lower performance compared to downscale disabled. This is due to fact that we need to do additional pass to upscale liquid, so when resolution downscale is too high, performance win from lower shading resolution can potentially be less than performance loss due to cost of doing upscale pass. That's why value of 1.0 is not allowed and you have to disable downscale for full resolution. </p>
  1527. <p>Has no effect in Unity Render mode or when EnableDownscale is disabled. </p>
  1528. </div>
  1529. </div>
  1530. <a id="adb7a8f3abe419ce835b113e43600d4f4" name="adb7a8f3abe419ce835b113e43600d4f4"></a>
  1531. <h2 class="memtitle"><span class="permalink"><a href="#adb7a8f3abe419ce835b113e43600d4f4">&#9670;&#160;</a></span>InitialState</h2>
  1532. <div class="memitem">
  1533. <div class="memproto">
  1534. <table class="memname">
  1535. <tr>
  1536. <td class="memname"><a class="el" href="a00858.html#a7907a7b252d5672bb95235c68b0f5f21">InitialStateType</a> InitialState = InitialStateType.NoParticles</td>
  1537. </tr>
  1538. </table>
  1539. </div><div class="memdoc">
  1540. <p>Type of initial state of the liquid. </p>
  1541. <p>Default is - No Particles, which means that there won't be any liquid on startup. Alternative is - Baked Liquid State, which uses BakedInitialStateAsset to restore previously recorded liquid state. </p>
  1542. </div>
  1543. </div>
  1544. <a id="a596465c027a7b7ef5965ef454d94186e" name="a596465c027a7b7ef5965ef454d94186e"></a>
  1545. <h2 class="memtitle"><span class="permalink"><a href="#a596465c027a7b7ef5965ef454d94186e">&#9670;&#160;</a></span>BakedInitialStateAsset</h2>
  1546. <div class="memitem">
  1547. <div class="memproto">
  1548. <table class="memname">
  1549. <tr>
  1550. <td class="memname">TextAsset BakedInitialStateAsset</td>
  1551. </tr>
  1552. </table>
  1553. </div><div class="memdoc">
  1554. <p>Asset containing baked initial state data. </p>
  1555. <p>This state is too large to store in the scene file, So it's stored separately, which has sideeffect of having TextAsset type. Since any TextAsset can be assigned to it, we have check to make sure that any specific TextAsset is a baked liquid state. See IsValidBakedLiquidHeader. </p>
  1556. <p>Has no effect in case InitialState is not set to BakedLiquidState. </p>
  1557. </div>
  1558. </div>
  1559. <a id="aec6d5cccf5f85a70a5d9c2a42db91ea2" name="aec6d5cccf5f85a70a5d9c2a42db91ea2"></a>
  1560. <h2 class="memtitle"><span class="permalink"><a href="#aec6d5cccf5f85a70a5d9c2a42db91ea2">&#9670;&#160;</a></span>CurrentRenderingMode</h2>
  1561. <div class="memitem">
  1562. <div class="memproto">
  1563. <table class="memname">
  1564. <tr>
  1565. <td class="memname"><a class="el" href="a00858.html#a87cafe63badc45546f2eb940f2a94d70">RenderingMode</a> CurrentRenderingMode = RenderingMode.MeshRender</td>
  1566. </tr>
  1567. </table>
  1568. </div><div class="memdoc">
  1569. <p>Rendering mode of the liquid. </p>
  1570. <p>You can choose between:</p>
  1571. <ul>
  1572. <li>Mesh Render mode - mode in which we: Generate mesh from the liquid. Render it with DrawIndirect in Native Plugin (optionally) Do raymarching pass to calculate light bounching inside the liquid in Native plugin. Shading inside Unity with customizeable shader. (optionally) Upscale pass to allow shading in lower resolution.</li>
  1573. <li>Unity Render mode - mode in which we: Generate mesh from the liquid. Copy it to Unity's Mesh Renderer. And Unity takes care of rendering that mesh. </li>
  1574. </ul>
  1575. <p>To use Unity Render mode you'll need your own shader for liquid to render with. </p>
  1576. <p>In Unity Render mode you won't have raymarching results, so visual quality will be lower. </p>
  1577. <p>Unity Render mode has slight performance penalty, as it currently can not draw variable number of indices. </p>
  1578. <p>In Unity Render, material parameters set in liquid object have no effect. Since liquid can not control arbitrary material that may be set to render the liquid. </p>
  1579. <p>Mesh Render mode doesn't support VR at the moment, so will have to switch to Unity Render mode in order for VR to work. </p>
  1580. <p>Changing this parameter when liquid is initialized has no effect. During initialization we allocate different set of resources based on render mode. So changing render mode requires re-initialization. </p>
  1581. <p>See User Guide for more details. </p>
  1582. </div>
  1583. </div>
  1584. <a id="a96a6f56e74c3c80dbbc8676e313bdd94" name="a96a6f56e74c3c80dbbc8676e313bdd94"></a>
  1585. <h2 class="memtitle"><span class="permalink"><a href="#a96a6f56e74c3c80dbbc8676e313bdd94">&#9670;&#160;</a></span>CurrentInjectionPoint</h2>
  1586. <div class="memitem">
  1587. <div class="memproto">
  1588. <table class="memname">
  1589. <tr>
  1590. <td class="memname">CameraEvent CurrentInjectionPoint = CameraEvent.AfterSkybox</td>
  1591. </tr>
  1592. </table>
  1593. </div><div class="memdoc">
  1594. <p>Injection point where we will insert liquid rendering. </p>
  1595. <p>Only used in case of Built-in Render Pipeline. </p>
  1596. <p>Has no effect when using Unity Render mode. </p>
  1597. </div>
  1598. </div>
  1599. <a id="ae761f027c813f16a1fa500d68da72362" name="ae761f027c813f16a1fa500d68da72362"></a>
  1600. <h2 class="memtitle"><span class="permalink"><a href="#ae761f027c813f16a1fa500d68da72362">&#9670;&#160;</a></span>ReflectionProbeHDRP</h2>
  1601. <div class="memitem">
  1602. <div class="memproto">
  1603. <table class="memname">
  1604. <tr>
  1605. <td class="memname">HDProbe ReflectionProbeHDRP</td>
  1606. </tr>
  1607. </table>
  1608. </div><div class="memdoc">
  1609. <p>(HDRP Only) Reflection proble used for liquid reflections. </p>
  1610. <p>Must be set you are using HDRP and Mesh Render mode. Otherwise liquid won't inialize. </p>
  1611. </div>
  1612. </div>
  1613. <a id="a0cdc4a71a7941f7209a6b5ecd31c05ca" name="a0cdc4a71a7941f7209a6b5ecd31c05ca"></a>
  1614. <h2 class="memtitle"><span class="permalink"><a href="#a0cdc4a71a7941f7209a6b5ecd31c05ca">&#9670;&#160;</a></span>CustomLightHDRP</h2>
  1615. <div class="memitem">
  1616. <div class="memproto">
  1617. <table class="memname">
  1618. <tr>
  1619. <td class="memname">Light CustomLightHDRP</td>
  1620. </tr>
  1621. </table>
  1622. </div><div class="memdoc">
  1623. <p>(HDRP Only) Light used for liquid shading. </p>
  1624. <p>Must be set you are using HDRP and Mesh Render mode. Otherwise liquid won't inialize. </p>
  1625. </div>
  1626. </div>
  1627. <a id="a318543eb0a04956ba962b6d73e55943b" name="a318543eb0a04956ba962b6d73e55943b"></a>
  1628. <h2 class="memtitle"><span class="permalink"><a href="#a318543eb0a04956ba962b6d73e55943b">&#9670;&#160;</a></span>ReflectionProbeBRP</h2>
  1629. <div class="memitem">
  1630. <div class="memproto">
  1631. <table class="memname">
  1632. <tr>
  1633. <td class="memname">ReflectionProbe ReflectionProbeBRP</td>
  1634. </tr>
  1635. </table>
  1636. </div><div class="memdoc">
  1637. <p>(URP/Built-in RP Only) Reflection proble used for liquid reflections. </p>
  1638. <p>It's strongly recommended to set it if you are using URP/Built-in RP and Mesh Render mode. </p>
  1639. </div>
  1640. </div>
  1641. <a id="ab7746ee8c1a24dda2495086eaa35993d" name="ab7746ee8c1a24dda2495086eaa35993d"></a>
  1642. <h2 class="memtitle"><span class="permalink"><a href="#ab7746ee8c1a24dda2495086eaa35993d">&#9670;&#160;</a></span>MaxAllowedTimestep</h2>
  1643. <div class="memitem">
  1644. <div class="memproto">
  1645. <table class="memname">
  1646. <tr>
  1647. <td class="memname">float MaxAllowedTimestep = 1.00f</td>
  1648. </tr>
  1649. </table>
  1650. </div><div class="memdoc">
  1651. <p>Maximum timestep that is allowed in single simulation iteration. </p>
  1652. <p>Higher values correspond to potentially less stable simulation. While lower values correspond to higher chance of liquid simulation slowing down during FPS drops. </p>
  1653. </div>
  1654. </div>
  1655. <a id="a3388dde8463171695ffbfbf8902384c6" name="a3388dde8463171695ffbfbf8902384c6"></a>
  1656. <h2 class="memtitle"><span class="permalink"><a href="#a3388dde8463171695ffbfbf8902384c6">&#9670;&#160;</a></span>MaxFramesInFlight</h2>
  1657. <div class="memitem">
  1658. <div class="memproto">
  1659. <table class="memname">
  1660. <tr>
  1661. <td class="memname">UInt32 MaxFramesInFlight = 3</td>
  1662. </tr>
  1663. </table>
  1664. </div><div class="memdoc">
  1665. <p>Maximum allowed number of frames queued to render. </p>
  1666. <p>Only used when <code>QualitySettings.maxQueuedFrames</code> is not available or invalid. </p>
  1667. <p>Defines number of frames we'll wait between submitting simulation workload and reading back simulation information back to the CPU. Higher values correspond to more delay for simulation info readback, while lower values can potentially decreasing framerate. </p>
  1668. </div>
  1669. </div>
  1670. <a id="a27629a371a7f80bd6d9b744a97b42deb" name="a27629a371a7f80bd6d9b744a97b42deb"></a>
  1671. <h2 class="memtitle"><span class="permalink"><a href="#a27629a371a7f80bd6d9b744a97b42deb">&#9670;&#160;</a></span>SimulationTimeScale</h2>
  1672. <div class="memitem">
  1673. <div class="memproto">
  1674. <table class="memname">
  1675. <tr>
  1676. <td class="memname">float SimulationTimeScale = <a class="el" href="a00858.html#ab680bf67e3c8e11e22bb2f5fc8d478bc">DEFAULT_SIMULATION_TIME_SCALE</a></td>
  1677. </tr>
  1678. </table>
  1679. </div><div class="memdoc">
  1680. <p>Speed of liquid simulation. </p>
  1681. <p>Defines relation between simulation time units and seconds. </p>
  1682. <p>You can change the speed of liquid simulation with this parameter dynamically. </p>
  1683. </div>
  1684. </div>
  1685. <a id="a0b12ae8044f66796d7d630d63169c169" name="a0b12ae8044f66796d7d630d63169c169"></a>
  1686. <h2 class="memtitle"><span class="permalink"><a href="#a0b12ae8044f66796d7d630d63169c169">&#9670;&#160;</a></span>SimulationIterationsPerFrame</h2>
  1687. <div class="memitem">
  1688. <div class="memproto">
  1689. <table class="memname">
  1690. <tr>
  1691. <td class="memname">int SimulationIterationsPerFrame = 1</td>
  1692. </tr>
  1693. </table>
  1694. </div><div class="memdoc">
  1695. <p>Number of simulation iterations to execute on each update. </p>
  1696. <p>Update for purposes of this parameter is <code>Update()</code> in case UseFixedTimestep is disabled, and <code>FixedUpdate()</code> otherwise. </p>
  1697. <p>It's strongly recommended to set it to 1 if you target mobile devices. </p>
  1698. </div>
  1699. </div>
  1700. <a id="a5471ff6648f72a9e172b87554fd6c1b3" name="a5471ff6648f72a9e172b87554fd6c1b3"></a>
  1701. <h2 class="memtitle"><span class="permalink"><a href="#a5471ff6648f72a9e172b87554fd6c1b3">&#9670;&#160;</a></span>GridResolution</h2>
  1702. <div class="memitem">
  1703. <div class="memproto">
  1704. <table class="memname">
  1705. <tr>
  1706. <td class="memname">int GridResolution = 128</td>
  1707. </tr>
  1708. </table>
  1709. </div><div class="memdoc">
  1710. <p>Resolution of the simulation grid. </p>
  1711. <p>Has major impact on performance and quality. This is the first option you want to configure when tweaking performance. </p>
  1712. <p>Changing resolution while liquid resources are intialized has no effect. </p>
  1713. <p>This parameter defines number of nodes in largest dimension of grid node </p>
  1714. </div>
  1715. </div>
  1716. <a id="adbe358a3fdd13a7e7cea1a30b81cbe57" name="adbe358a3fdd13a7e7cea1a30b81cbe57"></a>
  1717. <h2 class="memtitle"><span class="permalink"><a href="#adbe358a3fdd13a7e7cea1a30b81cbe57">&#9670;&#160;</a></span>RunSimulation</h2>
  1718. <div class="memitem">
  1719. <div class="memproto">
  1720. <table class="memname">
  1721. <tr>
  1722. <td class="memname">bool RunSimulation = true</td>
  1723. </tr>
  1724. </table>
  1725. </div><div class="memdoc">
  1726. <p>Whether to run simulation. </p>
  1727. <p>Has no effect when liquid is not initialized. </p>
  1728. <p>Disabling simulation will improve performance. </p>
  1729. <p>Simulation will run for 2 frames after liquid initializations independently of this option, since liquid can't be rendered otherwise. </p>
  1730. </div>
  1731. </div>
  1732. <a id="af7aa989f02edf945bd79a0fd1feab791" name="af7aa989f02edf945bd79a0fd1feab791"></a>
  1733. <h2 class="memtitle"><span class="permalink"><a href="#af7aa989f02edf945bd79a0fd1feab791">&#9670;&#160;</a></span>RunRendering</h2>
  1734. <div class="memitem">
  1735. <div class="memproto">
  1736. <table class="memname">
  1737. <tr>
  1738. <td class="memname">bool RunRendering = true</td>
  1739. </tr>
  1740. </table>
  1741. </div><div class="memdoc">
  1742. <p>Whether to render liquid. </p>
  1743. <p>Has no effect when liquid is not initialized. </p>
  1744. <p>Disabling rendering will improve performance. </p>
  1745. <p>Liquid may still be simulated, which mean that it may still push objects with force interaction, update data in detectors/emitters/voids, and сost performance due to simulation calculatons. </p>
  1746. </div>
  1747. </div>
  1748. <a id="a15960fb7ff1fe17cd5b219c1dc695324" name="a15960fb7ff1fe17cd5b219c1dc695324"></a>
  1749. <h2 class="memtitle"><span class="permalink"><a href="#a15960fb7ff1fe17cd5b219c1dc695324">&#9670;&#160;</a></span>EnableContainerMovementFeedback</h2>
  1750. <div class="memitem">
  1751. <div class="memproto">
  1752. <table class="memname">
  1753. <tr>
  1754. <td class="memname">bool EnableContainerMovementFeedback = true</td>
  1755. </tr>
  1756. </table>
  1757. </div><div class="memdoc">
  1758. <p>When enabled, during container movement, liquid stays in place in world space. </p>
  1759. <p>If you want to move liquid container without disturbing simulation you can disable this. </p>
  1760. </div>
  1761. </div>
  1762. <a id="afbcef2e2837593b25dbba13249b14362" name="afbcef2e2837593b25dbba13249b14362"></a>
  1763. <h2 class="memtitle"><span class="permalink"><a href="#afbcef2e2837593b25dbba13249b14362">&#9670;&#160;</a></span>VisualizeSceneSDF</h2>
  1764. <div class="memitem">
  1765. <div class="memproto">
  1766. <table class="memname">
  1767. <tr>
  1768. <td class="memname">bool VisualizeSceneSDF = false</td>
  1769. </tr>
  1770. </table>
  1771. </div><div class="memdoc">
  1772. <p>Whether to render visualised SDFs. </p>
  1773. <p>Has no effect when liquid is not initialized. </p>
  1774. <p>This option is only meant for debugging purposes. It's strongly recommended to not enable it in final builds. </p>
  1775. </div>
  1776. </div>
  1777. <a id="a0e3da4c5b2449adcbf9348c54e50812d" name="a0e3da4c5b2449adcbf9348c54e50812d"></a>
  1778. <h2 class="memtitle"><span class="permalink"><a href="#a0e3da4c5b2449adcbf9348c54e50812d">&#9670;&#160;</a></span>ContainerSize</h2>
  1779. <div class="memitem">
  1780. <div class="memproto">
  1781. <table class="memname">
  1782. <tr>
  1783. <td class="memname">Vector3 ContainerSize = new Vector3(10, 10, 10)</td>
  1784. </tr>
  1785. </table>
  1786. </div><div class="memdoc">
  1787. <p>Liquid container size. </p>
  1788. <p>Liquid container is always a axis aligned box, and this Vector3 is sides of the box. </p>
  1789. <p>This indirectly affects performance, since aspect ratio of this box affects totan number of grid nodes. See GridNodeCount. </p>
  1790. <p>Liquid can not leave this box. You can, however, move this box. If you do that, liquid will try to stay in place in world space, unless EnableContainerMovementFeedback is disabled. </p>
  1791. </div>
  1792. </div>
  1793. <a id="adc73571ab6af31eeea8f07fdef957a03" name="adc73571ab6af31eeea8f07fdef957a03"></a>
  1794. <h2 class="memtitle"><span class="permalink"><a href="#adc73571ab6af31eeea8f07fdef957a03">&#9670;&#160;</a></span>UseFixedTimestep</h2>
  1795. <div class="memitem">
  1796. <div class="memproto">
  1797. <table class="memname">
  1798. <tr>
  1799. <td class="memname">bool UseFixedTimestep = false</td>
  1800. </tr>
  1801. </table>
  1802. </div><div class="memdoc">
  1803. <p>Selects whether to update simulation in Update or FixedUpdate. </p>
  1804. <p>True corresponds on updating simulation in FixedUpdate. </p>
  1805. <p>When enabled, number of simulation iterations each frame may be inconsistent between frames. So use with care, as it may introduce stutter. </p>
  1806. <p>If you want to change fixed timestep interval, change Fixed Timestep in Time section of Project settings. </p>
  1807. </div>
  1808. </div>
  1809. <h2 class="groupheader">Property Documentation</h2>
  1810. <a id="a6ba6ae973b4b8293c6e6af83ae941aa0" name="a6ba6ae973b4b8293c6e6af83ae941aa0"></a>
  1811. <h2 class="memtitle"><span class="permalink"><a href="#a6ba6ae973b4b8293c6e6af83ae941aa0">&#9670;&#160;</a></span>PositionMass</h2>
  1812. <div class="memitem">
  1813. <div class="memproto">
  1814. <table class="mlabels">
  1815. <tr>
  1816. <td class="mlabels-left">
  1817. <table class="memname">
  1818. <tr>
  1819. <td class="memname">ComputeBuffer PositionMass</td>
  1820. </tr>
  1821. </table>
  1822. </td>
  1823. <td class="mlabels-right">
  1824. <span class="mlabels"><span class="mlabel">get</span></span> </td>
  1825. </tr>
  1826. </table>
  1827. </div><div class="memdoc">
  1828. <p>Buffer containing positions and particle species information. </p>
  1829. <p>This is a float4 buffer. Each float4 corresponds to particle. Format:</p><ul>
  1830. <li>PositionMass[i].xyz - Position of the particle in the simulation space</li>
  1831. <li>PositionMass[i].w - Particle species </li>
  1832. </ul>
  1833. </div>
  1834. </div>
  1835. <a id="a29b60e47c95e2426bf0b5e2b038d11ef" name="a29b60e47c95e2426bf0b5e2b038d11ef"></a>
  1836. <h2 class="memtitle"><span class="permalink"><a href="#a29b60e47c95e2426bf0b5e2b038d11ef">&#9670;&#160;</a></span>Affine</h2>
  1837. <div class="memitem">
  1838. <div class="memproto">
  1839. <table class="mlabels">
  1840. <tr>
  1841. <td class="mlabels-left">
  1842. <table class="memname">
  1843. <tr>
  1844. <td class="memname">ComputeBuffer [] Affine</td>
  1845. </tr>
  1846. </table>
  1847. </td>
  1848. <td class="mlabels-right">
  1849. <span class="mlabels"><span class="mlabel">get</span></span> </td>
  1850. </tr>
  1851. </table>
  1852. </div><div class="memdoc">
  1853. <p>Buffers containing affine velocity matrices, velocities and foaming values for each particle. </p>
  1854. <p>There are exactly 2 buffers, and the active one is flipped each simulation step. </p>
  1855. <p>This is a float4 buffer. Each pack of 4 float4's corresponds to particle. Format:</p><ul>
  1856. <li>Affine[particleID * 4 + 0].xyz - 1st row of affine velocity matrix</li>
  1857. <li>Affine[particleID * 4 + 0].w - 1st particle specific random number</li>
  1858. <li>Affine[particleID * 4 + 1].xyz - 2nd row of affine velocity matrix</li>
  1859. <li>Affine[particleID * 4 + 1].w - 2nd particle specific random number</li>
  1860. <li>Affine[particleID * 4 + 2].xyz - 3rd row of affine velocity matrix</li>
  1861. <li>Affine[particleID * 4 + 2].w - 3rd particle specific random number</li>
  1862. <li>Affine[particleID * 4 + 3].xyz - Velocity</li>
  1863. <li>Affine[particleID * 4 + 3].w - Foaming value </li>
  1864. </ul>
  1865. </div>
  1866. </div>
  1867. <a id="a3dea983739a2833478dff39458fb5475" name="a3dea983739a2833478dff39458fb5475"></a>
  1868. <h2 class="memtitle"><span class="permalink"><a href="#a3dea983739a2833478dff39458fb5475">&#9670;&#160;</a></span>ParticleNumber</h2>
  1869. <div class="memitem">
  1870. <div class="memproto">
  1871. <table class="mlabels">
  1872. <tr>
  1873. <td class="mlabels-left">
  1874. <table class="memname">
  1875. <tr>
  1876. <td class="memname">ComputeBuffer ParticleNumber</td>
  1877. </tr>
  1878. </table>
  1879. </td>
  1880. <td class="mlabels-right">
  1881. <span class="mlabels"><span class="mlabel">get</span></span> </td>
  1882. </tr>
  1883. </table>
  1884. </div><div class="memdoc">
  1885. <p>Buffer containing number of active particles, as well as some additional counters. </p>
  1886. <p>This is an int buffer. Format:</p><ul>
  1887. <li>ParticleNumber[0] - Active particle count</li>
  1888. <li>ParticleNumber[1] - Particles emitted in the last simulation step</li>
  1889. <li>Other values are not useful outside of the simulation </li>
  1890. </ul>
  1891. </div>
  1892. </div>
  1893. <a id="a7e7f56f4d88e4d9aaa888cc1a1efa9f9" name="a7e7f56f4d88e4d9aaa888cc1a1efa9f9"></a>
  1894. <h2 class="memtitle"><span class="permalink"><a href="#a7e7f56f4d88e4d9aaa888cc1a1efa9f9">&#9670;&#160;</a></span>CurrentInstanceID</h2>
  1895. <div class="memitem">
  1896. <div class="memproto">
  1897. <table class="mlabels">
  1898. <tr>
  1899. <td class="mlabels-left">
  1900. <table class="memname">
  1901. <tr>
  1902. <td class="memname">int CurrentInstanceID</td>
  1903. </tr>
  1904. </table>
  1905. </td>
  1906. <td class="mlabels-right">
  1907. <span class="mlabels"><span class="mlabel">get</span></span> </td>
  1908. </tr>
  1909. </table>
  1910. </div><div class="memdoc">
  1911. <p>ID of running liquid instance. </p>
  1912. <p>Only valid when liquid resources are initialized. </p>
  1913. <p>Guaranteed to be unique among all currently initialized liquids. </p>
  1914. </div>
  1915. </div>
  1916. <a id="a57b3ef4623ad89b62fe4f32ef9de669f" name="a57b3ef4623ad89b62fe4f32ef9de669f"></a>
  1917. <h2 class="memtitle"><span class="permalink"><a href="#a57b3ef4623ad89b62fe4f32ef9de669f">&#9670;&#160;</a></span>Timestep</h2>
  1918. <div class="memitem">
  1919. <div class="memproto">
  1920. <table class="mlabels">
  1921. <tr>
  1922. <td class="mlabels-left">
  1923. <table class="memname">
  1924. <tr>
  1925. <td class="memname">float Timestep = 0.0f</td>
  1926. </tr>
  1927. </table>
  1928. </td>
  1929. <td class="mlabels-right">
  1930. <span class="mlabels"><span class="mlabel">get</span></span> </td>
  1931. </tr>
  1932. </table>
  1933. </div><div class="memdoc">
  1934. <p>Timestep used in last simulation iteration. </p>
  1935. </div>
  1936. </div>
  1937. <a id="a7f55e56e8e512bd64f9f5aa3ed880ccb" name="a7f55e56e8e512bd64f9f5aa3ed880ccb"></a>
  1938. <h2 class="memtitle"><span class="permalink"><a href="#a7f55e56e8e512bd64f9f5aa3ed880ccb">&#9670;&#160;</a></span>SimulationInternalTime</h2>
  1939. <div class="memitem">
  1940. <div class="memproto">
  1941. <table class="mlabels">
  1942. <tr>
  1943. <td class="mlabels-left">
  1944. <table class="memname">
  1945. <tr>
  1946. <td class="memname">float SimulationInternalTime = 0.0f</td>
  1947. </tr>
  1948. </table>
  1949. </td>
  1950. <td class="mlabels-right">
  1951. <span class="mlabels"><span class="mlabel">get</span></span> </td>
  1952. </tr>
  1953. </table>
  1954. </div><div class="memdoc">
  1955. <p>Simulation time passed (in simulation time units). </p>
  1956. </div>
  1957. </div>
  1958. <a id="ab372eb0691785420d7d9f5f9a6fad33b" name="ab372eb0691785420d7d9f5f9a6fad33b"></a>
  1959. <h2 class="memtitle"><span class="permalink"><a href="#ab372eb0691785420d7d9f5f9a6fad33b">&#9670;&#160;</a></span>SimulationInternalFrame</h2>
  1960. <div class="memitem">
  1961. <div class="memproto">
  1962. <table class="mlabels">
  1963. <tr>
  1964. <td class="mlabels-left">
  1965. <table class="memname">
  1966. <tr>
  1967. <td class="memname">int SimulationInternalFrame = 0</td>
  1968. </tr>
  1969. </table>
  1970. </td>
  1971. <td class="mlabels-right">
  1972. <span class="mlabels"><span class="mlabel">get</span></span> </td>
  1973. </tr>
  1974. </table>
  1975. </div><div class="memdoc">
  1976. <p>Number of simulation iterations done so far. </p>
  1977. </div>
  1978. </div>
  1979. <a id="a48de9ab6a131dbf024e002492e2f0722" name="a48de9ab6a131dbf024e002492e2f0722"></a>
  1980. <h2 class="memtitle"><span class="permalink"><a href="#a48de9ab6a131dbf024e002492e2f0722">&#9670;&#160;</a></span>GridNodeCount</h2>
  1981. <div class="memitem">
  1982. <div class="memproto">
  1983. <table class="mlabels">
  1984. <tr>
  1985. <td class="mlabels-left">
  1986. <table class="memname">
  1987. <tr>
  1988. <td class="memname">int GridNodeCount = 0</td>
  1989. </tr>
  1990. </table>
  1991. </td>
  1992. <td class="mlabels-right">
  1993. <span class="mlabels"><span class="mlabel">get</span></span> </td>
  1994. </tr>
  1995. </table>
  1996. </div><div class="memdoc">
  1997. <p>Total number of grid nodes. </p>
  1998. <p>Only valid when liquid resources are initialized. Or after call to UpdateSimulationConstants </p>
  1999. </div>
  2000. </div>
  2001. <a id="a9fb3b7b8440479d4a0788152380101cf" name="a9fb3b7b8440479d4a0788152380101cf"></a>
  2002. <h2 class="memtitle"><span class="permalink"><a href="#a9fb3b7b8440479d4a0788152380101cf">&#9670;&#160;</a></span>GridSize</h2>
  2003. <div class="memitem">
  2004. <div class="memproto">
  2005. <table class="mlabels">
  2006. <tr>
  2007. <td class="mlabels-left">
  2008. <table class="memname">
  2009. <tr>
  2010. <td class="memname">Vector3Int GridSize</td>
  2011. </tr>
  2012. </table>
  2013. </td>
  2014. <td class="mlabels-right">
  2015. <span class="mlabels"><span class="mlabel">get</span></span> </td>
  2016. </tr>
  2017. </table>
  2018. </div><div class="memdoc">
  2019. <p>Size of the simulation grid. </p>
  2020. <p>Only valid when liquid resources are initialized. Or after call to UpdateSimulationConstants </p>
  2021. <p>Largest component is equal to GridResolution. Other components are scaled so aspect ratio of GridSize matches aspect ratio of ContainerSize. </p>
  2022. </div>
  2023. </div>
  2024. <a id="a9aab605a66f434a32b4f8e77a6526d7f" name="a9aab605a66f434a32b4f8e77a6526d7f"></a>
  2025. <h2 class="memtitle"><span class="permalink"><a href="#a9aab605a66f434a32b4f8e77a6526d7f">&#9670;&#160;</a></span>CurrentParticleNumber</h2>
  2026. <div class="memitem">
  2027. <div class="memproto">
  2028. <table class="mlabels">
  2029. <tr>
  2030. <td class="mlabels-left">
  2031. <table class="memname">
  2032. <tr>
  2033. <td class="memname">int CurrentParticleNumber = 0</td>
  2034. </tr>
  2035. </table>
  2036. </td>
  2037. <td class="mlabels-right">
  2038. <span class="mlabels"><span class="mlabel">get</span></span> </td>
  2039. </tr>
  2040. </table>
  2041. </div><div class="memdoc">
  2042. <p>Current number of particles in the simulation. </p>
  2043. <p>Values greater than 0 correspond to having any liquid in the simulation. </p>
  2044. <p>This parameter is updated with delay, since we need to read that data from the GPU. </p>
  2045. </div>
  2046. </div>
  2047. <a id="a81786f7ffc63f3aab6e05a27a31c88be" name="a81786f7ffc63f3aab6e05a27a31c88be"></a>
  2048. <h2 class="memtitle"><span class="permalink"><a href="#a81786f7ffc63f3aab6e05a27a31c88be">&#9670;&#160;</a></span>NodeSize</h2>
  2049. <div class="memitem">
  2050. <div class="memproto">
  2051. <table class="mlabels">
  2052. <tr>
  2053. <td class="mlabels-left">
  2054. <table class="memname">
  2055. <tr>
  2056. <td class="memname">float NodeSize</td>
  2057. </tr>
  2058. </table>
  2059. </td>
  2060. <td class="mlabels-right">
  2061. <span class="mlabels"><span class="mlabel">get</span></span> </td>
  2062. </tr>
  2063. </table>
  2064. </div><div class="memdoc">
  2065. <p>Size of each grid node. </p>
  2066. <p>Only valid when liquid resources are initialized. Or after call to UpdateSimulationConstants </p>
  2067. <p>Grid nodes are all same size and all of them are cubes. This parameter is length of side of that cube. </p>
  2068. </div>
  2069. </div>
  2070. <a id="a74d8bd84ac007c5b1700c503cbdcecaa" name="a74d8bd84ac007c5b1700c503cbdcecaa"></a>
  2071. <h2 class="memtitle"><span class="permalink"><a href="#a74d8bd84ac007c5b1700c503cbdcecaa">&#9670;&#160;</a></span>SolverParameters</h2>
  2072. <div class="memitem">
  2073. <div class="memproto">
  2074. <table class="mlabels">
  2075. <tr>
  2076. <td class="mlabels-left">
  2077. <table class="memname">
  2078. <tr>
  2079. <td class="memname"><a class="el" href="a00770.html">ZibraLiquidSolverParameters</a> SolverParameters</td>
  2080. </tr>
  2081. </table>
  2082. </td>
  2083. <td class="mlabels-right">
  2084. <span class="mlabels"><span class="mlabel">get</span></span> </td>
  2085. </tr>
  2086. </table>
  2087. </div><div class="memdoc">
  2088. <p>Reference to <a class="el" href="">ZibraLiquidSolverParameters</a> corresponding to this object. </p>
  2089. </div>
  2090. </div>
  2091. <a id="a12e092b6fe70af9ee1f40536505bc440" name="a12e092b6fe70af9ee1f40536505bc440"></a>
  2092. <h2 class="memtitle"><span class="permalink"><a href="#a12e092b6fe70af9ee1f40536505bc440">&#9670;&#160;</a></span>MaterialParameters</h2>
  2093. <div class="memitem">
  2094. <div class="memproto">
  2095. <table class="mlabels">
  2096. <tr>
  2097. <td class="mlabels-left">
  2098. <table class="memname">
  2099. <tr>
  2100. <td class="memname"><a class="el" href="a00762.html">ZibraLiquidMaterialParameters</a> MaterialParameters</td>
  2101. </tr>
  2102. </table>
  2103. </td>
  2104. <td class="mlabels-right">
  2105. <span class="mlabels"><span class="mlabel">get</span></span> </td>
  2106. </tr>
  2107. </table>
  2108. </div><div class="memdoc">
  2109. <p>Reference to <a class="el" href="">ZibraLiquidMaterialParameters</a> corresponding to this object. </p>
  2110. </div>
  2111. </div>
  2112. <a id="a50490662b44a011ef37857bf7dfd2c45" name="a50490662b44a011ef37857bf7dfd2c45"></a>
  2113. <h2 class="memtitle"><span class="permalink"><a href="#a50490662b44a011ef37857bf7dfd2c45">&#9670;&#160;</a></span>AdvancedRenderParameters</h2>
  2114. <div class="memitem">
  2115. <div class="memproto">
  2116. <table class="mlabels">
  2117. <tr>
  2118. <td class="mlabels-left">
  2119. <table class="memname">
  2120. <tr>
  2121. <td class="memname"><a class="el" href="a00758.html">ZibraLiquidAdvancedRenderParameters</a> AdvancedRenderParameters</td>
  2122. </tr>
  2123. </table>
  2124. </td>
  2125. <td class="mlabels-right">
  2126. <span class="mlabels"><span class="mlabel">get</span></span> </td>
  2127. </tr>
  2128. </table>
  2129. </div><div class="memdoc">
  2130. <p>Reference to <a class="el" href="">ZibraLiquidAdvancedRenderParameters</a> corresponding to this object. </p>
  2131. </div>
  2132. </div>
  2133. <a id="af294bdac784bb625eaf8704ff2e88685" name="af294bdac784bb625eaf8704ff2e88685"></a>
  2134. <h2 class="memtitle"><span class="permalink"><a href="#af294bdac784bb625eaf8704ff2e88685">&#9670;&#160;</a></span>Initialized</h2>
  2135. <div class="memitem">
  2136. <div class="memproto">
  2137. <table class="mlabels">
  2138. <tr>
  2139. <td class="mlabels-left">
  2140. <table class="memname">
  2141. <tr>
  2142. <td class="memname">bool Initialized = false</td>
  2143. </tr>
  2144. </table>
  2145. </td>
  2146. <td class="mlabels-right">
  2147. <span class="mlabels"><span class="mlabel">get</span></span> </td>
  2148. </tr>
  2149. </table>
  2150. </div><div class="memdoc">
  2151. <p>Whether liquid resources are initialized. </p>
  2152. <p>Can be true in edit mode (e.g. during initial state baking). Can be false in play mode (e.g. disabled liquid). </p>
  2153. <p>When liquid resources are initialized, you won't be able to change a lot of liquid parameters. This is due to fact, that some resources are initialized based on those parameters and currently, can't be resized without re-initializing simulation. </p>
  2154. </div>
  2155. </div>
  2156. <h2 class="groupheader">Event Documentation</h2>
  2157. <a id="a08c0566c1c813868227dbde1574e2437" name="a08c0566c1c813868227dbde1574e2437"></a>
  2158. <h2 class="memtitle"><span class="permalink"><a href="#a08c0566c1c813868227dbde1574e2437">&#9670;&#160;</a></span>OnChanged</h2>
  2159. <div class="memitem">
  2160. <div class="memproto">
  2161. <table class="memname">
  2162. <tr>
  2163. <td class="memname">Action OnChanged</td>
  2164. </tr>
  2165. </table>
  2166. </div><div class="memdoc">
  2167. <p>(Editor only) Event that is triggered when state of manipulator changes to trigger update of custom editor. </p>
  2168. <p>This is only intended to update custom editors, You can trigger it when you change some state to update custom editor. But using it for anything else is a bad idea. </p>
  2169. </div>
  2170. </div>
  2171. <hr/>The documentation for this class was generated from the following file:<ul>
  2172. <li>Assets/Plugins/Zibra/Liquid/Scripts/Solver/ZibraLiquid.cs</li>
  2173. </ul>
  2174. </div><!-- contents -->
  2175. <!-- start footer part -->
  2176. <hr class="footer"/><address class="footer"><small>
  2177. Generated by&#160;<a href="https://www.doxygen.org/index.html"><img class="footer" src="doxygen.svg" width="104" height="31" alt="doxygen"/></a> 1.9.7
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  2179. </body>
  2180. </html>