C# 클래스 Universe.Framework.SceneInfo.TerrainChannel

A new version of the old Channel class, simplified
상속: ITerrainChannel
파일 보기 프로젝트 열기: Virtual-Universe/Virtual-Universe 1 사용 예제들

공개 메소드들

메소드 설명
GenerateTerrain ( string terrainType, float min, float max, int smoothing, IScene scene ) : void

Generates new terrain based upon supplied parameters.

GetNormalizedGroundHeight ( int x, int y ) : float

Gets the average height of the area +2 in both the X and Y directions from the given position

GetNormalizedLandHeight ( int x, int y ) : float

Gets the average height of land above the waterline at the specified point.

GetSerialized ( ) : short[]
MakeCopy ( ) : ITerrainChannel
ReCalcLandArea ( ) : void
Tainted ( int x, int y ) : bool
TerrainChannel ( IScene scene ) : OpenMetaverse
TerrainChannel ( bool createMap, IScene scene ) : OpenMetaverse
TerrainChannel ( int w, int h, IScene scene ) : OpenMetaverse
TerrainChannel ( short import, IScene scene ) : OpenMetaverse
TerrainChannel ( string terrainType, IScene scene ) : OpenMetaverse
this ( int x, int y ) : float

비공개 메소드들

메소드 설명
CalcLandArea ( ) : void

Calculates the land area.

CreateAtolIslandTerrain ( ) : void
CreateDefaultTerrain ( string terrainType ) : void

Creates the default terrain, default is 'Flatland'

CreateFlatlandTerrain ( ) : void
CreateIslandTerrain ( ) : void
CreateIslandTerrain ( float minHeight, float maxHeight, int smoothing ) : void
CreateMainlandTerrain ( float minHeight, float maxHeight, int smoothing ) : void
CreateMainlandTerrain ( int smoothing ) : void
CreateNullSpaceTerrain ( ) : void

메소드 상세

GenerateTerrain() 공개 메소드

Generates new terrain based upon supplied parameters.
public GenerateTerrain ( string terrainType, float min, float max, int smoothing, IScene scene ) : void
terrainType string Land type.
min float Minimum.
max float Max.
smoothing int Smoothing.
scene IScene Scene.
리턴 void

GetNormalizedGroundHeight() 공개 메소드

Gets the average height of the area +2 in both the X and Y directions from the given position
public GetNormalizedGroundHeight ( int x, int y ) : float
x int
y int
리턴 float

GetNormalizedLandHeight() 공개 메소드

Gets the average height of land above the waterline at the specified point.
public GetNormalizedLandHeight ( int x, int y ) : float
x int The x coordinate.
y int The y coordinate.
리턴 float

GetSerialized() 공개 메소드

public GetSerialized ( ) : short[]
리턴 short[]

MakeCopy() 공개 메소드

public MakeCopy ( ) : ITerrainChannel
리턴 ITerrainChannel

ReCalcLandArea() 공개 메소드

public ReCalcLandArea ( ) : void
리턴 void

Tainted() 공개 메소드

public Tainted ( int x, int y ) : bool
x int
y int
리턴 bool

TerrainChannel() 공개 메소드

public TerrainChannel ( IScene scene ) : OpenMetaverse
scene IScene
리턴 OpenMetaverse

TerrainChannel() 공개 메소드

public TerrainChannel ( bool createMap, IScene scene ) : OpenMetaverse
createMap bool
scene IScene
리턴 OpenMetaverse

TerrainChannel() 공개 메소드

public TerrainChannel ( int w, int h, IScene scene ) : OpenMetaverse
w int
h int
scene IScene
리턴 OpenMetaverse

TerrainChannel() 공개 메소드

public TerrainChannel ( short import, IScene scene ) : OpenMetaverse
import short
scene IScene
리턴 OpenMetaverse

TerrainChannel() 공개 메소드

public TerrainChannel ( string terrainType, IScene scene ) : OpenMetaverse
terrainType string
scene IScene
리턴 OpenMetaverse

this() 공개 메소드

public this ( int x, int y ) : float
x int
y int
리턴 float