public readonly record struct GerstnerWaveOne Gerstner wave, as the evaluator consumes it.
Remarks
The runtime form. What an author edits is WaterWaveSpectrum, which generates these — that split is Unreal's simple-versus-spectrum generator pair collapsed into one thing, because a simple generator is a spectrum with a flat distribution and shipping both is shipping two mental models.
Frequency and speed are derived rather than stored. A deep-water gravity wave's speed follows from its wavelength — ω² = gk — and storing a third number that can disagree with the two it came from is the mistake [§ D3](../../docs/plan/35-water.md#d3-the-water-info-texture-is-the-interchange-and-it-is-a-zone-render) refuses for depth.
Fields and properties (8)
public Vector2 DirectionWhich way it travels, as a unit vector on the ground plane.
public float WavelengthCrest to crest, in metres.
public float AmplitudeHalf the crest-to-trough height, in metres.
public float SteepnessHow far the horizontal displacement goes, 0…1 of the theoretical maximum. At 1 the crest is a cusp and beyond it the surface folds through itself.
public float PhaseWhere in its cycle it is at time zero, in radians.
public const float GravityStandard gravity, in metres per second squared.
public float WaveNumberThe angular wavenumber, 2π ⁄ λ.
public float AngularFrequencyThe angular frequency, √(g k) — the deep-water dispersion relation.
Methods (1)
public GerstnerWave(Vector2 Direction, float Wavelength, float Amplitude, float Steepness, float Phase)One Gerstner wave, as the evaluator consumes it.
Used by (10)
- BuoyancyTestsVixen.Water.Tests
- WaterEvaluatorVixen.Water
- WaterMeshRendererVixen.Rendering.Water
- WaterQueryVixen.Water
- WaterSurfaceMeshTestsVixen.Water.Tests
- WaterSurfacePassVixen.Rendering.Water
- WaterSurfaceSeamDeviceTestsVixen.Graphics.Golden.Tests
- WaterWaveSpectrumVixen.Water
- WaterWaveTestsVixen.Water.Tests
- WaterZoneSettingsVixen.Editor.Water