// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
using System;
namespace FlaxEngine
{
partial class Terrain
{
///
/// The constant amount of units per terrain geometry vertex (can be adjusted per terrain instance using non-uniform scale factor).
///
public const float UnitsPerVertex = 100.0f;
///
/// The maximum amount of levels of detail for the terrain chunks.
///
public const int MaxLODs = 6;
///
/// The constant amount of terrain chunks per terrain patch object.
///
public const int PatchChunksCount = 16;
///
/// The constant amount of terrain chunks on terrain patch object edge.
///
public const int PatchEdgeChunksCount = 4;
///
/// The terrain splatmaps amount limit. Each splatmap can hold up to 4 layer weights.
///
public const int MaxSplatmapsCount = 2;
///
/// Setups the terrain patch using the specified heightmap data.
///
/// The patch location (x and z coordinates).
/// The height map. Each array item contains a height value (2D inlined array). It should has size equal (chunkSize*4+1)^2.
/// The holes mask (optional). Normalized to 0-1 range values with holes mask per-vertex. Must match the heightmap dimensions.
/// If set to true patch will use virtual storage by force. Otherwise it can use normal texture asset storage on drive (valid only during Editor). Runtime-created terrain can only use virtual storage (in RAM).
/// True if failed, otherwise false.
public unsafe bool SetupPatchHeightMap(ref Int2 patchCoord, float[] heightMap, byte[] holesMask = null, bool forceUseVirtualStorage = false)
{
if (heightMap == null)
throw new ArgumentNullException(nameof(heightMap));
fixed (float* heightMapPtr = heightMap)
{
fixed (byte* holesMaskPtr = holesMask)
{
return SetupPatchHeightMap(ref patchCoord, heightMap.Length, heightMapPtr, holesMaskPtr, forceUseVirtualStorage);
}
}
}
///
/// Setups the terrain patch using the specified heightmap data.
///
/// The patch location (x and z coordinates).
/// The zero-based index of the splatmap texture.
/// The splat map. Each array item contains 4 layer weights. It must match the terrain descriptor, so it should be (chunkSize*4+1)^2. Patch is a 4 by 4 square made of chunks. Each chunk has chunkSize quads on edge.
/// If set to true patch will use virtual storage by force. Otherwise it can use normal texture asset storage on drive (valid only during Editor). Runtime-created terrain can only use virtual storage (in RAM).
/// True if failed, otherwise false.
public unsafe bool SetupPatchSplatMap(ref Int2 patchCoord, int index, Color32[] splatMap, bool forceUseVirtualStorage = false)
{
if (splatMap == null)
throw new ArgumentNullException(nameof(splatMap));
fixed (Color32* splatMapPtr = splatMap)
{
return SetupPatchSplatMap(ref patchCoord, index, splatMap.Length, splatMapPtr, forceUseVirtualStorage);
}
}
}
}