Свойство | Type | Description |
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Méthode | Description | |
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Clear ( float value ) : void |
Clear the terrain to a specific value.
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ColorByElevationAndTilt ( Texture2D texture, System.Angle maximumTilt ) : void | ||
ColorByElevationAndTilt ( Texture2D texture, Length minimumElevation, Length maximumElevation, System.Angle maximumTilt ) : void | ||
ColorByElevationAndTilt ( Texture2D texture, System.Matrix4d transform ) : void |
Set the terrain's color texture according to the elevation and the tilt of the terrain, where higher elevation increases x and higher tilt increases y.
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CreateMatchedRenderTarget ( bool mipMap, System.Text.Format format ) : Texture2D |
Create a Texture2D that matches the terrain's dimensions.
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CreatePerlinGradientTexture ( byte permutations ) : void | ||
CreatePerlinPermutationTexture ( byte permutations ) : void | ||
CreateTemporaryTexture ( ) : void | ||
Fault ( Vector4nb lines, int count, float push ) : void |
Perform a set of fault line increments on the height texture.
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Fault ( int count, float push ) : void |
Perform a set of random fault line increments on the height texture.
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FractalBrownianMotion ( float strength, float scale, float offset, int octaves ) : void | ||
FractalBrownianMotion ( float strength, float scale, float offset, int octaves, float lacunarity, float gain ) : void |
Add fractal brownian motion to the height texture.
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LoadRandomPerlinTransform ( ) : void | ||
ProcessHeight ( string techniqueName, Box2i modified ) : void | ||
ProcessHeight ( string techniqueName, int x, int y, int width, int height ) : void | ||
ProcessHeightAll ( string techniqueName ) : void | ||
ProcessHeightNone ( string techniqueName ) : void | ||
ProcessTarget ( Texture2D target, string techniqueName ) : void | ||
SwitchToBlock ( Vector2i blockIndex ) : |
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SwitchToBlock ( int blockIndexX, int blockIndexY ) : |
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TerrainEditor ( |
Initialise the editor.
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WriteTemporaryTexture ( Vector4nb data, int count ) : void |
public ColorByElevationAndTilt ( Texture2D texture, System.Angle maximumTilt ) : void | ||
texture | Texture2D | |
maximumTilt | System.Angle | |
Résultat | void |
public ColorByElevationAndTilt ( Texture2D texture, Length minimumElevation, Length maximumElevation, System.Angle maximumTilt ) : void | ||
texture | Texture2D | |
minimumElevation | Length | |
maximumElevation | Length | |
maximumTilt | System.Angle | |
Résultat | void |
public ColorByElevationAndTilt ( Texture2D texture, System.Matrix4d transform ) : void | ||
texture | Texture2D | The texture to colour the terrain by. |
transform | System.Matrix4d | A transform to apply when mapping the terrain color. |
Résultat | void |
public CreateMatchedRenderTarget ( bool mipMap, System.Text.Format format ) : Texture2D | ||
mipMap | bool | Whether to mipmap the render target automatically. |
format | System.Text.Format | What |
Résultat | Texture2D |
public CreatePerlinGradientTexture ( byte permutations ) : void | ||
permutations | byte | |
Résultat | void |
public CreatePerlinPermutationTexture ( byte permutations ) : void | ||
permutations | byte | |
Résultat | void |
public Fault ( Vector4nb lines, int count, float push ) : void | ||
lines | Vector4nb | Each pair of values is a line to separate the texture. Any point on the left of the line is pushed down, any point on the right of the line is pulled up. |
count | int | The number of lines to push. |
push | float | How much to push the height texture up or down. |
Résultat | void |
public Fault ( int count, float push ) : void | ||
count | int | The number of lines to push. |
push | float | How much to push the height texture up or down per line. |
Résultat | void |
public FractalBrownianMotion ( float strength, float scale, float offset, int octaves ) : void | ||
strength | float | |
scale | float | |
offset | float | |
octaves | int | |
Résultat | void |
public FractalBrownianMotion ( float strength, float scale, float offset, int octaves, float lacunarity, float gain ) : void | ||
strength | float | |
scale | float | |
offset | float | |
octaves | int | |
lacunarity | float | |
gain | float | |
Résultat | void |
public LoadRandomPerlinTransform ( ) : void | ||
Résultat | void |
public ProcessHeight ( string techniqueName, Box2i modified ) : void | ||
techniqueName | string | |
modified | Box2i | |
Résultat | void |
public ProcessHeight ( string techniqueName, int x, int y, int width, int height ) : void | ||
techniqueName | string | |
x | int | |
y | int | |
width | int | |
height | int | |
Résultat | void |
public ProcessHeightAll ( string techniqueName ) : void | ||
techniqueName | string | |
Résultat | void |
public ProcessHeightNone ( string techniqueName ) : void | ||
techniqueName | string | |
Résultat | void |
public ProcessTarget ( Texture2D target, string techniqueName ) : void | ||
target | Texture2D | |
techniqueName | string | |
Résultat | void |
public SwitchToBlock ( Vector2i blockIndex ) : |
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blockIndex | Vector2i | |
Résultat |
public SwitchToBlock ( int blockIndexX, int blockIndexY ) : |
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blockIndexX | int | |
blockIndexY | int | |
Résultat |
public TerrainEditor ( |
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block | ||
Résultat | System |
public WriteTemporaryTexture ( Vector4nb data, int count ) : void | ||
data | Vector4nb | |
count | int | |
Résultat | void |