Table of Contents

Class RaycastTerrain

Namespace
AwesomeTechnologies.VegetationSystem
Assembly
Assembly-CSharp.dll
public class RaycastTerrain : MonoBehaviour, IVegetationStudioTerrain
Inheritance
RaycastTerrain
Implements
Extension Methods

Constructors

RaycastTerrain()

public RaycastTerrain()

Fields

AutoAddToVegegetationSystem

public bool AutoAddToVegegetationSystem

Field Value

bool

MaxHits

public int MaxHits

Field Value

int

RaycastContainerList

public List<RaycastContainers> RaycastContainerList

Field Value

List<RaycastContainers>

RaycastContainerPool

public ObjectPool<RaycastContainers> RaycastContainerPool

Field Value

ObjectPool<RaycastContainers>

RaycastLayerMask

public LayerMask RaycastLayerMask

Field Value

LayerMask

RaycastTerrainBounds

public Bounds RaycastTerrainBounds

Field Value

Bounds

TerrainPosition

public Vector3 TerrainPosition

Field Value

Vector3

TerrainSourceID

public TerrainSourceID TerrainSourceID

Field Value

TerrainSourceID

Properties

PolarSphereMaxHeight

public float PolarSphereMaxHeight { get; }

Property Value

float

PolarSpherePosition

public Vector3 PolarSpherePosition { get; }

Property Value

Vector3

PolarSphereRadius

public float PolarSphereRadius { get; }

Property Value

float

PolarSphereTransform

public Transform PolarSphereTransform { get; }

Property Value

Transform

TerrainBounds

public Bounds TerrainBounds { get; }

Property Value

Bounds

TerrainType

public string TerrainType { get; }

Property Value

string

Methods

CompleteSplatmapGeneration()

public void CompleteSplatmapGeneration()

DisposeTemporaryMemory()

public void DisposeTemporaryMemory()

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

public 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()

public TerrainLayer[] GetTerrainLayers()

Returns

TerrainLayer[]

GetTerrainTexture(int)

public Texture2D GetTerrainTexture(int index)

Parameters

index int

Returns

Texture2D

HasTerrainTextures()

public bool HasTerrainTextures()

Returns

bool

Init()

public void Init()

NeedsSplatMapUpdate(Bounds)

public bool NeedsSplatMapUpdate(Bounds updateBounds)

Parameters

updateBounds Bounds

Returns

bool

OverrideTerrainMaterial()

public void OverrideTerrainMaterial()

PrepareSplatmapGeneration(bool)

public void PrepareSplatmapGeneration(bool clearLockedTextures)

Parameters

clearLockedTextures bool

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

public 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

RefreshTerrain()

public void RefreshTerrain()

RefreshTerrain(Bounds)

public void RefreshTerrain(Bounds bounds)

Parameters

bounds Bounds

RefreshTerrainData()

public void RefreshTerrainData()

RefreshTerrainData(Bounds)

public void RefreshTerrainData(Bounds bounds)

Parameters

bounds Bounds

RestoreTerrainMaterial()

public void RestoreTerrainMaterial()

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

public 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)

public 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)

public 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)

public 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)

public 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)

public 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[])

public void SetTerrainLayers(TerrainLayer[] terrainLayers)

Parameters

terrainLayers TerrainLayer[]

UpdateTerrainMaterial(float, float, TerrainTextureSettings)

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

Parameters

worldspaceSeaLevel float
worldspaceMaxTerrainHeight float
terrainTextureSettings TerrainTextureSettings

VerifySplatmapAccess()

public void VerifySplatmapAccess()