Configuration settings for terrain input assets
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#include <TerrainConfig.h>
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| TerrainConfig (const ::Assets::ResChar cellsDirectory[], UInt2 cellCount, unsigned nodeDimsInElements=32u, unsigned cellTreeDepth=5u, unsigned nodeOverlap=2u, float elementSpacing=10.f, float sunPathAngle=0.f, bool encodedGradientFlags=false) |
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| TerrainConfig (InputStreamFormatter< utf8 > &formatter, const ::Assets::DirectorySearchRules &searchRules) |
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void | GetCellFilename (::Assets::ResChar buffer[], unsigned cnt, UInt2 cellIndex, TerrainCoverageId id) const |
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UInt2x3 | CellBasedToCoverage (TerrainCoverageId coverageId) const |
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UInt2 | CellDimensionsInNodes () const |
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UInt2 | NodeDimensionsInElements () const |
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unsigned | CellTreeDepth () const |
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unsigned | NodeOverlap () const |
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float | ElementSpacing () const |
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float | SunPathAngle () const |
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bool | EncodedGradientFlags () const |
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unsigned | GetCoverageLayerCount () const |
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const CoverageLayer & | GetCoverageLayer (unsigned index) const |
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void | AddCoverageLayer (const CoverageLayer &layer) |
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void | Write (OutputStreamFormatter &formatter) const |
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static void | GetUberSurfaceFilename (::Assets::ResChar buffer[], unsigned bufferCount, const ::Assets::ResChar directory[], TerrainCoverageId fileType) |
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UInt2 | _cellCount |
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::Assets::ResChar | _cellsDirectory [MaxPath] |
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unsigned | _nodeDimsInElements |
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unsigned | _cellTreeDepth |
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unsigned | _nodeOverlap |
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float | _elementSpacing |
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float | _sunPathAngle |
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bool | _encodedGradientFlags |
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std::vector< CoverageLayer > | _coverageLayers |
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Configuration settings for terrain input assets
This contains informations describing the input assets for a terrain such as the number of cells, and the size of those cells.
The documentation for this class was generated from the following files: