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GtsTerrainLod.h 文件参考
#include "common/Export.h"
#include "common/Result.h"
#include "procgen/GtsMeshSimplifier.h"
#include "procgen/GtsMeshSplitter.h"
#include <vector>
#include <string>

浏览源代码.

类

struct  eve::procgen::GtsTerrainLodLevelSettings
 Configuration for one sequential GTS terrain mesh LOD. 更多...
 
class  eve::procgen::GtsTerrainMeshSettings
 Schema-versioned native counterpart of GTSMeshSettings. 更多...
 
struct  eve::procgen::GtsTerrainLodTile
 One split terrain tile and all of its local-space LOD meshes. 更多...
 
struct  eve::procgen::GtsTerrainLodAssetEntry
 Deterministic native export identity for one GTS tile LOD mesh. 更多...
 
class  eve::procgen::GtsTerrainLodAssetPlan
 Owned script-friendly GTS terrain LOD export manifest. 更多...
 
class  eve::procgen::GtsTerrainLodSet
 Owned result of the GTS split-and-sequential-simplify pipeline. 更多...
 

命名空间

namespace  eve
 Build metadata (engine git commit, build time, third-party version).
 
namespace  eve::procgen
 

枚举

enum class  eve::procgen::GtsTerrainSaveResolution : int {
  eve::procgen::Full =0 , eve::procgen::Half =1 , eve::procgen::Quarter =2 , eve::procgen::Eighth =3 ,
  eve::procgen::Sixteenth =4
}
 Pcg/GTS power-of-two sampling reduction used before terrain mesh export. 更多...
 

函数

Result< void > eve::procgen::buildGtsTerrainBaseMesh (MeshBuild &output, const Heightmap &heightmap, GtsTerrainSaveResolution resolution, float sizeX, float sizeY, float sizeZ)
 Build the local-space base mesh consumed by the GTS split and LOD pipeline.
 
Result< GtsTerrainLodSet > eve::procgen::buildGtsTerrainLods (const MeshBuild &source, int xSplits, int zSplits, GtsMeshPivot pivot, const std::vector< GtsTerrainLodLevelSettings > &levels)
 Split a terrain mesh and generate each tile's sequential GTS LOD chain.
 
Result< GtsTerrainLodSet > eve::procgen::buildGtsTerrainLodsFromHeightmap (const Heightmap &heightmap, GtsTerrainSaveResolution resolution, float sizeX, float sizeY, float sizeZ, int subTileSplits, GtsMeshPivot pivot, const std::vector< GtsTerrainLodLevelSettings > &levels)
 Execute the complete GTS heightmap-to-split-LOD conversion as one atomic operation.
 
Result< void > eve::procgen::buildDefaultGtsTerrainLodsFromHeightmapInto (GtsTerrainLodSet &output, const Heightmap &heightmap, GtsTerrainSaveResolution resolution, float sizeX, float sizeY, float sizeZ, int subTileSplits, GtsMeshPivot pivot=GtsMeshPivot::None)
 Atomically replace output with the complete default four-level GTS terrain conversion.
 
Result< void > eve::procgen::buildGtsTerrainLodsFromHeightmapInto (GtsTerrainLodSet &output, const Heightmap &heightmap, const GtsTerrainMeshSettings &settings, float sizeX, float sizeY, float sizeZ, GtsMeshPivot pivot=GtsMeshPivot::None)
 Atomically build a complete heightmap conversion using persisted GTS mesh settings.
 
std::vector< GtsTerrainLodLevelSettings > eve::procgen::defaultGtsTerrainLodLevels ()
 Return the four-level quality and transition profile used by GTSMeshSettings.
 
Result< std::vector< GtsTerrainLodAssetEntry > > eve::procgen::planGtsTerrainLodAssets (const GtsTerrainLodSet &lods, const std::string &terrainName, const std::string &meshFolder="Meshes")
 Build the deterministic object and mesh naming plan used by GTS terrain export.
 
Result< void > eve::procgen::planGtsTerrainLodAssetsInto (GtsTerrainLodAssetPlan &output, const GtsTerrainLodSet &lods, const std::string &terrainName, const std::string &meshFolder="Meshes")
 Atomically replace a script-friendly export plan.