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VegetationMotion.h 文件参考
#include <glm/mat4x4.hpp>
#include <glm/vec2.hpp>
#include <glm/vec3.hpp>
#include <glm/vec4.hpp>
#include <optional>
#include <span>
#include <vector>
#include "common/Export.h"
#include "common/Result.h"
#include "graphics/VegetationField.h"

浏览源代码.

类

struct  eve::graphics::VegetationVertex
 Owning rest vertex in object space, with unpacked authoring channels. Bending/branch/flutter/variation/occlusion/detail are [0,1]. Bounds are meters. A pivot and variation shared by one plant preserve coherent motion after mesh combining. 更多...
 
struct  eve::graphics::VegetationMotion
 Source-equivalent plant motion parameters with explicit time and texture inputs. All data is owned. No wall clock/RNG/global shader state is read. Noise is linear RGBA with bilinear repeat addressing. The built-in 2x2 pattern is a native default; matching an authored appearance requires the same noise texture as the source. Speed/scale/amplitude controls retain TVE 12.6 plant shader units. Object transforms must be finite, affine and invertible. Output geometry is world space. 更多...
 
struct  eve::graphics::VegetationGeometry
 Owning geometry projection, packed world XYZ positions and unit normals. 更多...
 

命名空间

namespace  eve
 Build metadata (engine git commit, build time, third-party version).
 
namespace  eve::graphics
 卡牌游戏 UI 工具模块:工厂 + 脚本绑定入口。 功能参考 ycarowr/UiCard:扇形手牌布局、抽牌/洗牌、悬浮放大、拖拽到落牌区、 敌方手牌(背面/偷看)、费用不足置灰,以及可实时调节的布局参数。 数据模型与渲染/交互逻辑见 CardTypes.h。
 

枚举

enum class  eve::graphics::VegetationBatchMode { eve::graphics::Object , eve::graphics::Batched }
 Object mode rotates around pivots; batched mode uses height-scaled offsets. 更多...
 

函数

Result< VegetationGeometry > eve::graphics::deformVegetation (const VegetationField &field, std::span< const VegetationVertex > vertices, const VegetationMotion &motion)
 Evaluate plant bending, squash, rolling, flutter, interaction and perspective. Worker-safe with immutable field/inputs; no retained borrows, callbacks or GPU calls. Normals use a local deformation Jacobian with masks held constant, followed by the inverse-transpose transform. Evaluating derivatives before world translation avoids large-coordinate cancellation. Geometry is tolerance-bounded across platforms; no bit-exact transcendental or GPU half-precision equivalence is claimed.