#include "procgen/algorithms/LinearStructure.h"#include "procgen/algorithms/MarchingCubes.h"#include <algorithm>#include <cmath>#include <string>命名空间 | |
| namespace | eve |
| namespace | eve::procgen |
函数 | |
| bool | eve::procgen::generateLinearStructure (const std::string &kind, const Params ¶ms, MeshBuild &out, std::string &error) |
Procedural linear, tileable structures (fences, walls, bridges, the Great Wall, hedges, cheval de frise, ...). Each recipe builds one tileable unit segment from axis-aligned boxes and oriented beams, then repeats it segments times along the X axis so units join seamlessly end-to-end. | |
| void | eve::procgen::registerLinearStructureRecipes (MeshRecipeRegistry ®istry) |
| Register all built-in linear structure mesh recipes into a registry. | |
变量说明
◆ depth
| float depth = 1.f |
在文件 LinearStructure.cpp 第 31 行定义.
被这些函数引用 eve::graphics::buildClusteredLighting(), eve::graphics::vulkan::Graphics::drawTexturedRectShaderDepth(), eve::graphics::webgpu::Graphics::drawTexturedRectShaderDepth(), eve::map::Fov::Fov(), eve::procgen::generateRockMesh(), eve::physics::Body3D::newBoxShape(), eve::map::Map::newFovVolume(), eve::demo::Demo::newPlanetTexture(), eve::dev::Debugger::onScriptLine(), eve::graphics::parallaxOffsetUV(), eve::graphics::RenderSystem3D::render(), eve::virtualgeometry::VirtualGeometryRenderer::resolve(), eve::dev::Debugger::scriptStackDepth(), eve::graphics::vulkan::Graphics::setMesh3DSceneDepth(), eve::graphics::webgpu::Graphics::setMesh3DSceneDepth(), eve::graphics::GBuffer::setTargets() , 以及 eve::map::Fov::setVolumeSize().
◆ height
| float height = 1.f |
在文件 LinearStructure.cpp 第 30 行定义.
◆ thickness
| float thickness = 0.1f |
◆ x
| float x = 0.f |
在文件 LinearStructure.cpp 第 12 行定义.
◆ y
| float y = 0.f |
在文件 LinearStructure.cpp 第 12 行定义.
◆ z
| float z = 0.f |
在文件 LinearStructure.cpp 第 12 行定义.