#include "procgen/algorithms/CastleMesh.h"#include "procgen/algorithms/MarchingCubes.h"#include <algorithm>#include <cmath>#include <cstdint>#include <random>命名空间 | |
| namespace | eve |
| Build metadata (engine git commit, build time, third-party version). | |
| namespace | eve::procgen |
函数 | |
| bool | eve::procgen::generateCastleMesh (const Params ¶ms, MeshBuild &out, std::string &error) |
| Build a complete, walkable, multi-ring medieval castle. | |
| void | eve::procgen::registerCastleMeshRecipe (MeshRecipeRegistry ®istry) |
| Register mesh.castle in the built-in mesh recipe registry. | |
变量说明
◆ mesh
| MeshBuild& mesh |
在文件 CastleMesh.cpp 第 15 行定义.
◆ uv
| float uv = 0.5f |
在文件 CastleMesh.cpp 第 16 行定义.
被这些函数引用 eve::animation::AnimSkin::applyToMesh(), eve::graphics::vulkan::Graphics::bakeMeshMorph(), eve::asset_graphics::bakeVegetationSceneChannel(), eve::editor::SurfaceFluidPreviewService::build(), eve::hd2d::TileMap3D::buildMesh(), eve::graphics::Waterfall::createCurvedSheet(), eve::graphics::Water::createPlane(), eve::graphics::Water::createProceduralMesh(), eve::physics::Cloth3D::draw(), eve::physics::SoftBody3DRenderer::draw(), eve::procgen::generatePrototypePiece(), eve::asset_graphics::EvpackGraphicsLoader::loadMesh(), eve::card::CardPlaneMapper::mapRay(), eve::graphics::Graphics::newMeshCube(), eve::graphics::webgpu::Graphics::newMeshCylinder(), eve::graphics::webgpu::Graphics::newMeshFromAssimp(), eve::graphics::webgpu::Graphics::newMeshSphere(), eve::procgen::DynamicMeshUvPaintSession::paintSurfacePointResult(), eve::asset_import::prepareUnityVegetationMaterial(), eve::procgen::projectMeshUvResult(), eve::decal_editing::DecalRuntimeBinding::publish(), eve::gpuagents::SurfaceField::sampleHeight(), eve::gpuagents::SurfaceField::sampleLife(), eve::gpuagents::SurfaceField::sampleNormal(), eve::gpuagents::SurfaceField::stepLife(), eve::graphics::updateVegetationMesh() , 以及 eve::decal_editing::DecalDocumentTarget::validate().