public readonly record struct WaterCarveProfileHow much of a body's bed the terrain actually takes, and what it paints along it.
Remarks
Three numbers, where the reference has twenty ([35 § D5](../../docs/plan/35-water.md#d5-carving-is-a-reserved-edit-layer-and-the-machinery-exists)). The channel's depth, the ramp from the channel to the shoreline and the falloff outward are the body's — Depth, BedRamp and ShoreFalloff — because the shape the terrain is cut to and the shape the water is drawn in have to be the same shape. What is left over is what belongs to the carve.
What is deliberately not taken from Unreal's brush: the terracing, the two octaves of curl and the shape blur. They are a procedural shoreline generator living inside a water body, they are the reason that property list has twenty entries, and every one of them is a terrain brush an author runs on a layer above — which survives the body being moved, because it is in a different layer. That is [31 § D4](../../docs/plan/31-terrain-grass-and-trees.md)'s whole promise, and it is the gate § D5 says to check this decision against.
Fields and properties (5)
public float StrengthHow much of the bed the ground takes, 0…1.
public int BedLayerWhich paint layer the bed is, or −1 for none.
public float BedLayerStrengthHow much of that layer to lay down where the body is fully covering, 0…1.
public static WaterCarveProfile DefaultCarve fully, paint nothing.
public static WaterCarveProfile NoneCarve nothing — a body that floats over ground somebody else owns.
Used by (4)
- WaterCarveVixen.Water
- WaterCarveTestsVixen.Water.Tests
- WaterBodySettingsVixen.Editor.Water
- WaterCarveCommandVixen.Editor.Water