C# 클래스 Pathfinding.Voxels.Voxelize

파일 보기 프로젝트 열기: henryj41043/TheUnseen 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
borderSize int
cellHeight float
cellScale UnityEngine.Vector3
cellScaleDivision UnityEngine.Vector3
cellSize float
countourSet VoxelContourSet
debugString string
depth int
forcedBounds UnityEngine.Bounds
inputExtraMeshes List
maxEdgeLength float
maxSlope float
minRegionSize int
relevantGraphSurfaceMode RecastGraph.RelevantGraphSurfaceMode
voxelArea VoxelArea
voxelOffset UnityEngine.Vector3
voxelWalkableClimb int
voxelWalkableHeight uint
width int

보호된 프로퍼티들

프로퍼티 타입 설명
inputTriangles int[]
inputVertices UnityEngine.Vector3[]

공개 메소드들

메소드 설명
Area2 ( int a, int b, int c, int verts ) : int
BoxBlur ( ushort src, ushort dst ) : ushort[]
BuildCompactField ( ) : void
BuildContours ( float maxError, int maxEdgeLength, VoxelContourSet cset, int buildFlags ) : void
BuildDistanceField ( ) : void
BuildPolyMesh ( VoxelContourSet cset, int nvp, VoxelMesh &mesh ) : void
BuildRegions ( ) : void
BuildVoxelConnections ( ) : void
CalcAreaOfPolygon2D ( int verts, int nverts ) : int
CalculateDistanceField ( ushort src ) : ushort
CollectMeshes ( ) : void
CollectMeshes ( List extraMeshes, Bounds bounds, Vector3 &verts, int &tris ) : void
Collinear ( int a, int b, int c, int verts ) : bool
CompactSpanToVector ( int x, int z, int i ) : Vector3
ConvertPos ( int x, int y, int z ) : Vector3
ConvertPosCorrZ ( int x, int y, int z ) : Vector3
ConvertPosWithoutOffset ( int x, int y, int z ) : Vector3
ConvertPosition ( int x, int z, int i ) : Vector3
Diagonal ( int i, int j, int n, int verts, int indices ) : bool
DrawLine ( int a, int b, int indices, int verts, Color col ) : void
ErodeWalkableArea ( int radius ) : void
ExpandRegions ( int maxIterations, uint level, ushort srcReg, ushort srcDist, ushort dstReg, ushort dstDist, List stack ) : ushort[]
FilterLedges ( uint voxelWalkableHeight, int voxelWalkableClimb, float cs, float ch, Vector3 min ) : void
FilterLowHeightSpans ( uint voxelWalkableHeight, float cs, float ch, Vector3 min ) : void
FilterSmallRegions ( ushort reg, int minRegionSize, int maxRegions ) : void
FloodOnes ( List st1, ushort regs, uint level, ushort reg ) : void
FloodRegion ( int x, int z, int i, uint level, ushort r, ushort srcReg, ushort srcDist, List stack ) : bool
GetClosestIndices ( int vertsa, int nvertsa, int vertsb, int nvertsb, int &ia, int &ib ) : void
GetCornerHeight ( int x, int z, int i, int dir, bool &isBorderVertex ) : int
Ileft ( int a, int b, int c, int va, int vb, int vc ) : bool
InCone ( int i, int j, int n, int verts, int indices ) : bool
Init ( ) : void
IntersectProp ( int a, int b, int c, int d, int verts ) : bool
Left ( int a, int b, int c, int verts ) : bool
LeftOn ( int a, int b, int c, int verts ) : bool
MarkRectWithRegion ( int minx, int maxx, int minz, int maxz, ushort region, ushort srcReg ) : void
MergeContours ( VoxelContour &ca, VoxelContour &cb, int ia, int ib ) : bool
Next ( int i, int n ) : int
OnGUI ( ) : void
Prev ( int i, int n ) : int
RemoveDegenerateSegments ( List simplified ) : void
SimplifyContour ( List verts, List simplified, float maxError, int maxEdgeLenght, int buildFlags ) : void
Triangulate ( int n, int verts, int &indices, int &tris ) : int
VectorToIndex ( Vector3 p, int &x, int &z ) : void
Voxelize ( float ch, float cs, float wc, float wh, float ms ) : UnityEngine
VoxelizeInput ( ) : void
WalkContour ( int x, int z, int i, ushort flags, List verts ) : void
Xorb ( bool x, bool y ) : bool

비공개 메소드들

메소드 설명
Between ( int a, int b, int c, int verts ) : bool
ClaimIntArr ( int minCapacity, bool zero ) : int[]
Diagonalie ( int i, int j, int n, int verts, int indices ) : bool
ErodeVoxels ( int radius ) : void
Intersect ( int a, int b, int c, int d, int verts ) : bool
ReleaseContours ( VoxelContourSet cset ) : void
ReleaseIntArr ( int arr ) : void
Vequal ( int a, int b, int verts ) : bool
union_find_find ( int arr, int x ) : int
union_find_union ( int arr, int a, int b ) : void

메소드 상세

Area2() 공개 정적인 메소드

public static Area2 ( int a, int b, int c, int verts ) : int
a int
b int
c int
verts int
리턴 int

BoxBlur() 공개 메소드

public BoxBlur ( ushort src, ushort dst ) : ushort[]
src ushort
dst ushort
리턴 ushort[]

BuildCompactField() 공개 메소드

public BuildCompactField ( ) : void
리턴 void

BuildContours() 공개 메소드

public BuildContours ( float maxError, int maxEdgeLength, VoxelContourSet cset, int buildFlags ) : void
maxError float
maxEdgeLength int
cset VoxelContourSet
buildFlags int
리턴 void

BuildDistanceField() 공개 메소드

public BuildDistanceField ( ) : void
리턴 void

BuildPolyMesh() 공개 메소드

public BuildPolyMesh ( VoxelContourSet cset, int nvp, VoxelMesh &mesh ) : void
cset VoxelContourSet
nvp int
mesh VoxelMesh
리턴 void

BuildRegions() 공개 메소드

public BuildRegions ( ) : void
리턴 void

BuildVoxelConnections() 공개 메소드

public BuildVoxelConnections ( ) : void
리턴 void

CalcAreaOfPolygon2D() 공개 메소드

public CalcAreaOfPolygon2D ( int verts, int nverts ) : int
verts int
nverts int
리턴 int

CalculateDistanceField() 공개 메소드

public CalculateDistanceField ( ushort src ) : ushort
src ushort
리턴 ushort

CollectMeshes() 공개 메소드

public CollectMeshes ( ) : void
리턴 void

CollectMeshes() 공개 정적인 메소드

public static CollectMeshes ( List extraMeshes, Bounds bounds, Vector3 &verts, int &tris ) : void
extraMeshes List
bounds UnityEngine.Bounds
verts UnityEngine.Vector3
tris int
리턴 void

Collinear() 공개 정적인 메소드

public static Collinear ( int a, int b, int c, int verts ) : bool
a int
b int
c int
verts int
리턴 bool

CompactSpanToVector() 공개 메소드

public CompactSpanToVector ( int x, int z, int i ) : Vector3
x int
z int
i int
리턴 UnityEngine.Vector3

ConvertPos() 공개 메소드

public ConvertPos ( int x, int y, int z ) : Vector3
x int
y int
z int
리턴 UnityEngine.Vector3

ConvertPosCorrZ() 공개 메소드

public ConvertPosCorrZ ( int x, int y, int z ) : Vector3
x int
y int
z int
리턴 UnityEngine.Vector3

ConvertPosWithoutOffset() 공개 메소드

public ConvertPosWithoutOffset ( int x, int y, int z ) : Vector3
x int
y int
z int
리턴 UnityEngine.Vector3

ConvertPosition() 공개 메소드

public ConvertPosition ( int x, int z, int i ) : Vector3
x int
z int
i int
리턴 UnityEngine.Vector3

Diagonal() 공개 정적인 메소드

public static Diagonal ( int i, int j, int n, int verts, int indices ) : bool
i int
j int
n int
verts int
indices int
리턴 bool

DrawLine() 공개 메소드

public DrawLine ( int a, int b, int indices, int verts, Color col ) : void
a int
b int
indices int
verts int
col UnityEngine.Color
리턴 void

ErodeWalkableArea() 공개 메소드

public ErodeWalkableArea ( int radius ) : void
radius int
리턴 void

ExpandRegions() 공개 메소드

public ExpandRegions ( int maxIterations, uint level, ushort srcReg, ushort srcDist, ushort dstReg, ushort dstDist, List stack ) : ushort[]
maxIterations int
level uint
srcReg ushort
srcDist ushort
dstReg ushort
dstDist ushort
stack List
리턴 ushort[]

FilterLedges() 공개 메소드

public FilterLedges ( uint voxelWalkableHeight, int voxelWalkableClimb, float cs, float ch, Vector3 min ) : void
voxelWalkableHeight uint
voxelWalkableClimb int
cs float
ch float
min UnityEngine.Vector3
리턴 void

FilterLowHeightSpans() 공개 메소드

public FilterLowHeightSpans ( uint voxelWalkableHeight, float cs, float ch, Vector3 min ) : void
voxelWalkableHeight uint
cs float
ch float
min UnityEngine.Vector3
리턴 void

FilterSmallRegions() 공개 메소드

public FilterSmallRegions ( ushort reg, int minRegionSize, int maxRegions ) : void
reg ushort
minRegionSize int
maxRegions int
리턴 void

FloodOnes() 공개 메소드

public FloodOnes ( List st1, ushort regs, uint level, ushort reg ) : void
st1 List
regs ushort
level uint
reg ushort
리턴 void

FloodRegion() 공개 메소드

public FloodRegion ( int x, int z, int i, uint level, ushort r, ushort srcReg, ushort srcDist, List stack ) : bool
x int
z int
i int
level uint
r ushort
srcReg ushort
srcDist ushort
stack List
리턴 bool

GetClosestIndices() 공개 메소드

public GetClosestIndices ( int vertsa, int nvertsa, int vertsb, int nvertsb, int &ia, int &ib ) : void
vertsa int
nvertsa int
vertsb int
nvertsb int
ia int
ib int
리턴 void

GetCornerHeight() 공개 메소드

public GetCornerHeight ( int x, int z, int i, int dir, bool &isBorderVertex ) : int
x int
z int
i int
dir int
isBorderVertex bool
리턴 int

Ileft() 공개 정적인 메소드

public static Ileft ( int a, int b, int c, int va, int vb, int vc ) : bool
a int
b int
c int
va int
vb int
vc int
리턴 bool

InCone() 공개 정적인 메소드

public static InCone ( int i, int j, int n, int verts, int indices ) : bool
i int
j int
n int
verts int
indices int
리턴 bool

Init() 공개 메소드

public Init ( ) : void
리턴 void

IntersectProp() 공개 정적인 메소드

public static IntersectProp ( int a, int b, int c, int d, int verts ) : bool
a int
b int
c int
d int
verts int
리턴 bool

Left() 공개 정적인 메소드

public static Left ( int a, int b, int c, int verts ) : bool
a int
b int
c int
verts int
리턴 bool

LeftOn() 공개 정적인 메소드

public static LeftOn ( int a, int b, int c, int verts ) : bool
a int
b int
c int
verts int
리턴 bool

MarkRectWithRegion() 공개 메소드

public MarkRectWithRegion ( int minx, int maxx, int minz, int maxz, ushort region, ushort srcReg ) : void
minx int
maxx int
minz int
maxz int
region ushort
srcReg ushort
리턴 void

MergeContours() 공개 정적인 메소드

public static MergeContours ( VoxelContour &ca, VoxelContour &cb, int ia, int ib ) : bool
ca VoxelContour
cb VoxelContour
ia int
ib int
리턴 bool

Next() 공개 정적인 메소드

public static Next ( int i, int n ) : int
i int
n int
리턴 int

OnGUI() 공개 메소드

public OnGUI ( ) : void
리턴 void

Prev() 공개 정적인 메소드

public static Prev ( int i, int n ) : int
i int
n int
리턴 int

RemoveDegenerateSegments() 공개 메소드

public RemoveDegenerateSegments ( List simplified ) : void
simplified List
리턴 void

SimplifyContour() 공개 메소드

public SimplifyContour ( List verts, List simplified, float maxError, int maxEdgeLenght, int buildFlags ) : void
verts List
simplified List
maxError float
maxEdgeLenght int
buildFlags int
리턴 void

Triangulate() 공개 메소드

public Triangulate ( int n, int verts, int &indices, int &tris ) : int
n int
verts int
indices int
tris int
리턴 int

VectorToIndex() 공개 메소드

public VectorToIndex ( Vector3 p, int &x, int &z ) : void
p UnityEngine.Vector3
x int
z int
리턴 void

Voxelize() 공개 메소드

public Voxelize ( float ch, float cs, float wc, float wh, float ms ) : UnityEngine
ch float
cs float
wc float
wh float
ms float
리턴 UnityEngine

VoxelizeInput() 공개 메소드

public VoxelizeInput ( ) : void
리턴 void

WalkContour() 공개 메소드

public WalkContour ( int x, int z, int i, ushort flags, List verts ) : void
x int
z int
i int
flags ushort
verts List
리턴 void

Xorb() 공개 정적인 메소드

public static Xorb ( bool x, bool y ) : bool
x bool
y bool
리턴 bool

프로퍼티 상세

borderSize 공개적으로 프로퍼티

public int borderSize
리턴 int

cellHeight 공개적으로 프로퍼티

public float cellHeight
리턴 float

cellScale 공개적으로 프로퍼티

public Vector3,UnityEngine cellScale
리턴 UnityEngine.Vector3

cellScaleDivision 공개적으로 프로퍼티

public Vector3,UnityEngine cellScaleDivision
리턴 UnityEngine.Vector3

cellSize 공개적으로 프로퍼티

public float cellSize
리턴 float

countourSet 공개적으로 프로퍼티

public VoxelContourSet,Pathfinding.Voxels countourSet
리턴 VoxelContourSet

debugString 공개적으로 프로퍼티

public string debugString
리턴 string

depth 공개적으로 프로퍼티

public int depth
리턴 int

forcedBounds 공개적으로 프로퍼티

public Bounds,UnityEngine forcedBounds
리턴 UnityEngine.Bounds

inputExtraMeshes 공개적으로 프로퍼티

public List inputExtraMeshes
리턴 List

inputTriangles 보호되어 있는 프로퍼티

protected int[] inputTriangles
리턴 int[]

inputVertices 보호되어 있는 프로퍼티

protected Vector3[],UnityEngine inputVertices
리턴 UnityEngine.Vector3[]

maxEdgeLength 공개적으로 프로퍼티

public float maxEdgeLength
리턴 float

maxSlope 공개적으로 프로퍼티

public float maxSlope
리턴 float

minRegionSize 공개적으로 프로퍼티

public int minRegionSize
리턴 int

relevantGraphSurfaceMode 공개적으로 프로퍼티

public RecastGraph.RelevantGraphSurfaceMode relevantGraphSurfaceMode
리턴 RecastGraph.RelevantGraphSurfaceMode

voxelArea 공개적으로 프로퍼티

public VoxelArea,Pathfinding.Voxels voxelArea
리턴 VoxelArea

voxelOffset 공개적으로 프로퍼티

public Vector3,UnityEngine voxelOffset
리턴 UnityEngine.Vector3

voxelWalkableClimb 공개적으로 프로퍼티

public int voxelWalkableClimb
리턴 int

voxelWalkableHeight 공개적으로 프로퍼티

public uint voxelWalkableHeight
리턴 uint

width 공개적으로 프로퍼티

public int width
리턴 int