Class GGeometry
An object containing terrain size, mesh density, height map and other settings related to mesh generation. This should not be used alone without a parent terrain data. In most case you don't instantiate it with ScriptableObject.Create(). The correct way is to accessing it with GTerrainData.Geometry.
public class GGeometry : ScriptableObject
- Inheritance
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ObjectScriptableObjectGGeometry
- Inherited Members
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ScriptableObject.SetDirty()ScriptableObject.CreateInstance<T>()Object.GetInstanceID()Object.GetHashCode()Object.Instantiate(Object, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion, Transform)Object.Instantiate(Object)Object.Instantiate(Object, Transform)Object.Instantiate<T>(T)Object.Instantiate<T>(T, Vector3, Quaternion)Object.Instantiate<T>(T, Vector3, Quaternion, Transform)Object.Instantiate<T>(T, Transform)Object.Destroy(Object)Object.DestroyImmediate(Object)Object.DontDestroyOnLoad(Object)Object.DestroyObject(Object)Object.FindObjectsOfType<T>()Object.FindObjectsByType<T>(FindObjectsSortMode)Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)Object.FindObjectOfType<T>()Object.FindFirstObjectByType<T>()Object.FindAnyObjectByType<T>()Object.FindFirstObjectByType<T>(FindObjectsInactive)Object.FindAnyObjectByType<T>(FindObjectsInactive)Object.ToString()Object.nameObject.hideFlags
Properties
- AlbedoToVertexColorMode
Determine if it should convert albedo map color to vertex color. Only needed when using Vertex Color shading mode, otherwise set to None.
- AllowTimeSlicedGeneration
If on, the terrain will split it mesh generation into several frames.
- ChunkGridSize
Size of the chunk grid. The terrain will divide it surface into several chunks (meshes) to get around 65K vertex limit. Total number of chunks is ChunkGridSize^2
- DisplacementSeed
Random seed for XZ displacement.
- DisplacementStrength
Intensity of vertex XZ displacement.
- Height
Size of the terrain in Y axis in meters.
- HeightMap
Direct reference to the height map texture. It embeds 3 values in 4 color channels as follow:
- RG: Encoded height value.
- B: Additional subdivision. This value will add more polygon upon default subdivision based on height map detailness.
- A: Holes. polygons where this value is >=0.5 will be removed and become holes. See Polaris.EncodeHeightMapSample() and Polaris.DecodeHeightMapSample().
- HeightMapResolution
Size of the height map texture in pixels. When this value changed, the height map will be resized and resampled.
- LODCount
Number of LOD for each chunk.
- Length
Size of the terrain in Z axis in meters.
- MergeUv
If on, the terrain will merge the UV coordinate of 3 triangle vertices to the median point. This will enable sharp look from texture color, similar to Vertex Color material mode without using vertex colors.
- MeshBaseResolution
Base polygon density of surface mesh. Each increament value indicate that a triangle at that point will be subdivided for another time. This is the resolution of region where it has least polygon count.
- MeshResolution
Max polygon density of surface mesh. Each increament value indicate that a triangle at that point will be subdivided for another time. This is the resolution of region where it has the highest polygon count.
- Size
Size of the terrain is XYZ-axes in meters.
- SmoothNormal
Generate a smooth normal look for terrain surface. This only modify the normal vector direction for each vertex, vertex count stays the same.
- StorageMode
Should it store generated mesh in asset?
- TerrainData
The parent terrain data object.
- UseSmoothNormalMask
If on, it will use the terrain mask G channel to blend between sharp and smooth normal. Access the terrain mask at GTerrainData.Mask.MaskMap
- Width
Size of the terrain along X axis in meters.
Methods
- ClearDirtyRegions()
Clear all dirty regions. Call this when you've regenerated the meshes.
- CopyTo(GGeometry)
Copy numeric value to other object. This doesn't copy textures.
- GetDirtyRegions()
Retrieve all dirty regions of surface where mesh should be regenerated.
- SetRegionDirty(Rect)
Set a region of terrain surface as dirty for mesh regeneration.