Table of Contents

Interface IVegetationStudioTerrain

Namespace
AwesomeTechnologies.VegetationSystem
Assembly
Assembly-CSharp.dll
public interface IVegetationStudioTerrain
Extension Methods

Properties

PolarSphereMaxHeight

float PolarSphereMaxHeight { get; }

Property Value

float

PolarSpherePosition

Vector3 PolarSpherePosition { get; }

Property Value

Vector3

PolarSphereRadius

float PolarSphereRadius { get; }

Property Value

float

PolarSphereTransform

Transform PolarSphereTransform { get; }

Property Value

Transform

TerrainBounds

Bounds TerrainBounds { get; }

Property Value

Bounds

TerrainType

string TerrainType { get; }

Property Value

string

Methods

CompleteSplatmapGeneration()

void CompleteSplatmapGeneration()

DisposeTemporaryMemory()

void DisposeTemporaryMemory()

GenerateSplatMapBiome(Bounds, BiomeType, List<PolygonBiomeMask>, List<TerrainTextureSettings>, float, float, bool)

void GenerateSplatMapBiome(Bounds updateBounds, BiomeType biomeType, List<PolygonBiomeMask> polygonBiomeMaskList, List<TerrainTextureSettings> terrainTextureSettingsList, float heightCurveSampleHeight, float worldSpaceSeaLevel, bool clearLockedTextures)

Parameters

updateBounds Bounds
biomeType BiomeType
polygonBiomeMaskList List<PolygonBiomeMask>
terrainTextureSettingsList List<TerrainTextureSettings>
heightCurveSampleHeight float
worldSpaceSeaLevel float
clearLockedTextures bool

GetTerrainLayers()

TerrainLayer[] GetTerrainLayers()

Returns

TerrainLayer[]

GetTerrainTexture(int)

Texture2D GetTerrainTexture(int index)

Parameters

index int

Returns

Texture2D

HasTerrainTextures()

bool HasTerrainTextures()

Returns

bool

Init()

void Init()

NeedsSplatMapUpdate(Bounds)

bool NeedsSplatMapUpdate(Bounds updateBounds)

Parameters

updateBounds Bounds

Returns

bool

OverrideTerrainMaterial()

void OverrideTerrainMaterial()

PrepareSplatmapGeneration(bool)

void PrepareSplatmapGeneration(bool clearLockedTextures)

Parameters

clearLockedTextures bool

ProcessSplatmapRules(List<TerrainTextureRule>, VegetationInstanceData, bool, Rect, JobHandle)

JobHandle ProcessSplatmapRules(List<TerrainTextureRule> terrainTextureRuleList, VegetationInstanceData instanceData, bool include, Rect cellRect, JobHandle dependsOn)

Parameters

terrainTextureRuleList List<TerrainTextureRule>
instanceData VegetationInstanceData
include bool
cellRect Rect
dependsOn JobHandle

Returns

JobHandle

RefreshTerrainData()

void RefreshTerrainData()

RefreshTerrainData(Bounds)

void RefreshTerrainData(Bounds bounds)

Parameters

bounds Bounds

RestoreTerrainMaterial()

void RestoreTerrainMaterial()

SampleCellHeight(NativeArray<Bounds>, float, Rect, JobHandle)

JobHandle SampleCellHeight(NativeArray<Bounds> vegetationCellBoundsList, float worldspaceHeightCutoff, Rect cellBoundsRect, JobHandle dependsOn = null)

Parameters

vegetationCellBoundsList NativeArray<Bounds>
worldspaceHeightCutoff float
cellBoundsRect Rect
dependsOn JobHandle

Returns

JobHandle

SampleConcaveLocation(VegetationInstanceData, float, float, bool, bool, Rect, JobHandle)

JobHandle SampleConcaveLocation(VegetationInstanceData instanceData, float minHeightDifference, float distance, bool inverse, bool average, Rect spawnRect, JobHandle dependsOn)

Parameters

instanceData VegetationInstanceData
minHeightDifference float
distance float
inverse bool
average bool
spawnRect Rect
dependsOn JobHandle

Returns

JobHandle

SampleConcaveLocationCompute(ComputeBuffer, int, Rect, float, float, float, bool, bool)

void SampleConcaveLocationCompute(ComputeBuffer computeInstancesBuffer, int sampleCount, Rect spawnRect, float polarSphereRadius, float minHeightDifference, float distance, bool inverse, bool average)

Parameters

computeInstancesBuffer ComputeBuffer
sampleCount int
spawnRect Rect
polarSphereRadius float
minHeightDifference float
distance float
inverse bool
average bool

SampleProceduralTerrainTexture(ComputeBuffer, int, Rect, float, List<TerrainTextureRule>, List<TerrainTextureRule>, bool, bool)

void SampleProceduralTerrainTexture(ComputeBuffer computeInstancesBuffer, int sampleCount, Rect spawnRect, float polarSphereRadius, List<TerrainTextureRule> includeRules, List<TerrainTextureRule> excludeRules, bool useIncludeRules, bool useExcludeRules)

Parameters

computeInstancesBuffer ComputeBuffer
sampleCount int
spawnRect Rect
polarSphereRadius float
includeRules List<TerrainTextureRule>
excludeRules List<TerrainTextureRule>
useIncludeRules bool
useExcludeRules bool

SampleTerrain(NativeList<VegetationSpawnLocationInstance>, VegetationInstanceData, int, Rect, float, JobHandle)

JobHandle SampleTerrain(NativeList<VegetationSpawnLocationInstance> spawnLocationList, VegetationInstanceData instanceData, int sampleCount, Rect spawnRect, float polarSphereRadius, JobHandle dependsOn)

Parameters

spawnLocationList NativeList<VegetationSpawnLocationInstance>
instanceData VegetationInstanceData
sampleCount int
spawnRect Rect
polarSphereRadius float
dependsOn JobHandle

Returns

JobHandle

SampleTerrainCompute(ComputeBuffer, int, Rect, float, HeightSampleMode)

void SampleTerrainCompute(ComputeBuffer computeInstancesBuffer, int sampleCount, Rect spawnRect, float polarSphereRadius, HeightSampleMode heightSampleMode)

Parameters

computeInstancesBuffer ComputeBuffer
sampleCount int
spawnRect Rect
polarSphereRadius float
heightSampleMode HeightSampleMode

SetTerrainLayers(TerrainLayer[])

void SetTerrainLayers(TerrainLayer[] terrainLayers)

Parameters

terrainLayers TerrainLayer[]

UpdateTerrainMaterial(float, float, TerrainTextureSettings)

void UpdateTerrainMaterial(float worldspaceSeaLevel, float worldspaceMaxTerrainHeight, TerrainTextureSettings terrainTextureSettings)

Parameters

worldspaceSeaLevel float
worldspaceMaxTerrainHeight float
terrainTextureSettings TerrainTextureSettings

VerifySplatmapAccess()

void VerifySplatmapAccess()