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Runtime realization of terrain vegetation assets. 更多...
#include "asset/procgen/EvpackInstanceSetLoader.h"#include "asset/procgen/EvpackPointGraphLoader.h"#include <array>#include <cstdint>#include <string>#include <vector>类 | |
| struct | eve::asset_procgen::TerrainVegetationLimits |
| Hard limits for one deterministic terrain vegetation realization. 更多... | |
| struct | eve::asset_procgen::TerrainVegetationInstance |
| One stable terrain vegetation transform and its source attributes. 更多... | |
| struct | eve::asset_procgen::TerrainVegetationBucket |
| Contiguous prototype range suitable for one instanced render submission. 更多... | |
| struct | eve::asset_procgen::TerrainVegetationRealization |
| Owning, prototype-sorted result plus scalability evidence. 更多... | |
| struct | eve::asset_procgen::TerrainVegetationWeightDomain |
| Explicit world-to-control-map projection for terrain layer filtering. 更多... | |
命名空间 | |
| namespace | eve |
| Build metadata (engine git commit, build time, third-party version). | |
| namespace | eve::asset_procgen |
函数 | |
| Result< TerrainVegetationRealization > | eve::asset_procgen::realizeTerrainVegetation (LoadedPointGraph *graph, const LoadedInstanceSet *explicitInstances, const TerrainVegetationLimits &limits={}) |
| Execute an optional terrain PCG graph and merge an optional baked instance set. | |
| Result< TerrainVegetationRealization > | eve::asset_procgen::filterTerrainVegetationByLayerWeights (const TerrainVegetationRealization &realization, const LoadedTerrainMaterial &material, const TerrainMaterialAtlases &atlases, const TerrainVegetationWeightDomain &domain) |
| Apply terrain RGBA layer weights to procedural instances using stable stochastic thinning. | |
详细描述
Runtime realization of terrain vegetation assets.
在文件 TerrainVegetationRuntime.h 中定义.