Kerbal Space Program  1.12.4
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LandClassROC Class Reference

Public Member Functions

void AddScatterMeshController (PQ quad, int rocIDCounter)
 Creates the ROCs in a specific quad. More...
 
void ClearCache ()
 Clears and destroys the Quad Cache assigned items. More...
 
 LandClassROC (ROCDefinition rocDefinition, PQSROCControl rocControl)
 Constructor More...
 
void Setup (PQS sphere)
 
void SphereActive ()
 
void SphereInactive ()
 

Public Attributes

float cacheMaxSubdivMultiplier
 Multiplier applied to number of ROCs per quad by Max subdivision level of sphere by (this) More...
 
bool castShadows
 The ROC will cast shadows? More...
 
CelestialBody celestialBody
 
int gameSeed = 0
 This seed comes from the game More...
 
int maxCache
 This is where it builds a Cache of objects for the ROCs. More...
 
int maxROCs
 Max number of ROCs More...
 
int maxROCsMultiplier
 Multiplier applied to the calculated number of ROCs per quad to set maxROCs. More...
 
int quadSeed = 0
 This seed comes from combining the gameseed, qaudname and roc type More...
 
bool recieveShadows
 The ROC will recieve shadows? More...
 
float rocFrequency
 How often the roc will appear. More...
 
string rocName
 
ROCDefinition rocType
 ROC definition More...
 

Properties

int minLevel [get, set]
 This is the minimum subdivision of the PQS used to determine the level to draw scatter (ROCs). More...
 

Constructor & Destructor Documentation

LandClassROC.LandClassROC ( ROCDefinition  rocDefinition,
PQSROCControl  rocControl 
)
inline

Constructor

Parameters
rocDefinition
rocControl

Member Function Documentation

void LandClassROC.AddScatterMeshController ( PQ  quad,
int  rocIDCounter 
)
inline

Creates the ROCs in a specific quad.

Parameters
quadThe quad were the ROCs will be
rocIDCounterThis variable helps to create the ROC ID, we create that ROCID with this line (tempROC.rocID = seed + roc.rocName.GetHashCode() + rocIDCounter) if we don't have this some ROCs will have the same ID
void LandClassROC.ClearCache ( )
inline

Clears and destroys the Quad Cache assigned items.

void LandClassROC.Setup ( PQS  sphere)
inline
void LandClassROC.SphereActive ( )
inline
void LandClassROC.SphereInactive ( )
inline

Member Data Documentation

float LandClassROC.cacheMaxSubdivMultiplier

Multiplier applied to number of ROCs per quad by Max subdivision level of sphere by (this)

bool LandClassROC.castShadows

The ROC will cast shadows?

CelestialBody LandClassROC.celestialBody
int LandClassROC.gameSeed = 0

This seed comes from the game

int LandClassROC.maxCache

This is where it builds a Cache of objects for the ROCs.

int LandClassROC.maxROCs

Max number of ROCs

int LandClassROC.maxROCsMultiplier

Multiplier applied to the calculated number of ROCs per quad to set maxROCs.

int LandClassROC.quadSeed = 0

This seed comes from combining the gameseed, qaudname and roc type

bool LandClassROC.recieveShadows

The ROC will recieve shadows?

float LandClassROC.rocFrequency

How often the roc will appear.

string LandClassROC.rocName

Name of the ROC

ROCDefinition LandClassROC.rocType

ROC definition

Property Documentation

int LandClassROC.minLevel
getset

This is the minimum subdivision of the PQS used to determine the level to draw scatter (ROCs).


The documentation for this class was generated from the following file: