Class UnityTerrain
- Namespace
- AwesomeTechnologies.VegetationSystem
- Assembly
- Assembly-CSharp.dll
[AwesomeTechnologiesScriptOrder(-100)]
public class UnityTerrain : MonoBehaviour, IVegetationStudioTerrain
- Inheritance
-
UnityTerrain
- Implements
-
- Extension Methods
-
Constructors
UnityTerrain()
Fields
AutoAddToVegegetationSystem
public bool AutoAddToVegegetationSystem
Field Value
- bool
DisableTerrainTreesAndDetails
public bool DisableTerrainTreesAndDetails
Field Value
- bool
Heights
public NativeArray<float> Heights
Field Value
- NativeArray<float>
TerrainHeatmapMaterial
public Material TerrainHeatmapMaterial
Field Value
- Material
TerrainMaterialOverridden
public bool TerrainMaterialOverridden
Field Value
- bool
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
public Transform PolarSphereTransform { get; }
Property Value
- Transform
TerrainBounds
public Bounds TerrainBounds { get; }
Property Value
- Bounds
TerrainType
public string TerrainType { get; }
Property Value
- string
Methods
AddTerrainToVegetationSystem()
public void AddTerrainToVegetationSystem()
CompleteSplatmapGeneration()
public void CompleteSplatmapGeneration()
Dispose()
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[]
GetTerrainPreviewTexture(int)
public Texture2D GetTerrainPreviewTexture(int textureIndex)
Parameters
textureIndex int
Returns
- Texture2D
GetTerrainTexture(int)
public Texture2D GetTerrainTexture(int index)
Parameters
index int
Returns
- Texture2D
HasTerrainTextures()
public bool HasTerrainTextures()
Returns
- bool
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
RefreshSplatMaps()
public void RefreshSplatMaps()
RefreshTerrainArea()
public void RefreshTerrainArea()
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()