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#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"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. | |