Files
FlaxEngine/Source/Engine/Terrain/Terrain.cs
2023-01-10 15:29:37 +01:00

76 lines
3.8 KiB
C#

// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
using System;
namespace FlaxEngine
{
partial class Terrain
{
/// <summary>
/// The constant amount of units per terrain geometry vertex (can be adjusted per terrain instance using non-uniform scale factor).
/// </summary>
public const float UnitsPerVertex = 100.0f;
/// <summary>
/// The maximum amount of levels of detail for the terrain chunks.
/// </summary>
public const int MaxLODs = 6;
/// <summary>
/// The constant amount of terrain chunks per terrain patch object.
/// </summary>
public const int PatchChunksCount = 16;
/// <summary>
/// The constant amount of terrain chunks on terrain patch object edge.
/// </summary>
public const int PatchEdgeChunksCount = 4;
/// <summary>
/// The terrain splatmaps amount limit. Each splatmap can hold up to 4 layer weights.
/// </summary>
public const int MaxSplatmapsCount = 2;
/// <summary>
/// Setups the terrain patch using the specified heightmap data.
/// </summary>
/// <param name="patchCoord">The patch location (x and z coordinates).</param>
/// <param name="heightMap">The height map. Each array item contains a height value (2D inlined array). It should has size equal (chunkSize*4+1)^2.</param>
/// <param name="holesMask">The holes mask (optional). Normalized to 0-1 range values with holes mask per-vertex. Must match the heightmap dimensions.</param>
/// <param name="forceUseVirtualStorage">If set to <c>true</c> 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).</param>
/// <returns>True if failed, otherwise false.</returns>
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);
}
}
}
/// <summary>
/// Setups the terrain patch using the specified heightmap data.
/// </summary>
/// <param name="patchCoord">The patch location (x and z coordinates).</param>
/// <param name="index">The zero-based index of the splatmap texture.</param>
/// <param name="splatMap">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.</param>
/// <param name="forceUseVirtualStorage">If set to <c>true</c> 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).</param>
/// <returns>True if failed, otherwise false.</returns>
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);
}
}
}
}