C# 클래스 Glare.Graphics.Terrains.Planar.TerrainEditor

Provides editing of a Terrain, using the GPU to accelerate all operations.
파일 보기 프로젝트 열기: Burton-Radons/Alexandria 1 사용 예제들

Private Properties

프로퍼티 타입 설명

공개 메소드들

메소드 설명
Clear ( float value ) : void

Clear the terrain to a specific value.

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.

CreateMatchedRenderTarget ( bool mipMap, System.Text.Format format ) : Texture2D

Create a Texture2D that matches the terrain's dimensions.

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.

Fault ( int count, float push ) : void

Perform a set of random fault line increments on the height texture.

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.

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 ) : PlanarTerrainBlock
SwitchToBlock ( int blockIndexX, int blockIndexY ) : PlanarTerrainBlock
TerrainEditor ( PlanarTerrainBlock block ) : System

Initialise the editor.

WriteTemporaryTexture ( Vector4nb data, int count ) : void

메소드 상세

Clear() 공개 메소드

Clear the terrain to a specific value.
public Clear ( float value ) : void
value float
리턴 void

ColorByElevationAndTilt() 공개 메소드

public ColorByElevationAndTilt ( Texture2D texture, System.Angle maximumTilt ) : void
texture Texture2D
maximumTilt System.Angle
리턴 void

ColorByElevationAndTilt() 공개 메소드

public ColorByElevationAndTilt ( Texture2D texture, Length minimumElevation, Length maximumElevation, System.Angle maximumTilt ) : void
texture Texture2D
minimumElevation Length
maximumElevation Length
maximumTilt System.Angle
리턴 void

ColorByElevationAndTilt() 공개 메소드

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.
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.
리턴 void

CreateMatchedRenderTarget() 공개 메소드

Create a Texture2D that matches the terrain's dimensions.
public CreateMatchedRenderTarget ( bool mipMap, System.Text.Format format ) : Texture2D
mipMap bool Whether to mipmap the render target automatically.
format System.Text.Format What to use.
리턴 Texture2D

CreatePerlinGradientTexture() 공개 메소드

public CreatePerlinGradientTexture ( byte permutations ) : void
permutations byte
리턴 void

CreatePerlinPermutationTexture() 공개 메소드

public CreatePerlinPermutationTexture ( byte permutations ) : void
permutations byte
리턴 void

CreateTemporaryTexture() 공개 메소드

public CreateTemporaryTexture ( ) : void
리턴 void

Fault() 공개 메소드

Perform a set of fault line increments on the height texture.
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.
리턴 void

Fault() 공개 메소드

Perform a set of random fault line increments on the height texture.
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.
리턴 void

FractalBrownianMotion() 공개 메소드

public FractalBrownianMotion ( float strength, float scale, float offset, int octaves ) : void
strength float
scale float
offset float
octaves int
리턴 void

FractalBrownianMotion() 공개 메소드

Add fractal brownian motion to the height texture.
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
리턴 void

LoadRandomPerlinTransform() 공개 메소드

public LoadRandomPerlinTransform ( ) : void
리턴 void

ProcessHeight() 공개 메소드

public ProcessHeight ( string techniqueName, Box2i modified ) : void
techniqueName string
modified Box2i
리턴 void

ProcessHeight() 공개 메소드

public ProcessHeight ( string techniqueName, int x, int y, int width, int height ) : void
techniqueName string
x int
y int
width int
height int
리턴 void

ProcessHeightAll() 공개 메소드

public ProcessHeightAll ( string techniqueName ) : void
techniqueName string
리턴 void

ProcessHeightNone() 공개 메소드

public ProcessHeightNone ( string techniqueName ) : void
techniqueName string
리턴 void

ProcessTarget() 공개 메소드

public ProcessTarget ( Texture2D target, string techniqueName ) : void
target Texture2D
techniqueName string
리턴 void

SwitchToBlock() 공개 메소드

public SwitchToBlock ( Vector2i blockIndex ) : PlanarTerrainBlock
blockIndex Vector2i
리턴 PlanarTerrainBlock

SwitchToBlock() 공개 메소드

public SwitchToBlock ( int blockIndexX, int blockIndexY ) : PlanarTerrainBlock
blockIndexX int
blockIndexY int
리턴 PlanarTerrainBlock

TerrainEditor() 공개 메소드

Initialise the editor.
public TerrainEditor ( PlanarTerrainBlock block ) : System
block PlanarTerrainBlock
리턴 System

WriteTemporaryTexture() 공개 메소드

public WriteTemporaryTexture ( Vector4nb data, int count ) : void
data Vector4nb
count int
리턴 void