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
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()
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()