|
enum | EdgeState {
EdgeState.Reset = -1,
EdgeState.NoLerps = 0,
EdgeState.NorthLerp = 1,
EdgeState.SouthLerp = 2,
EdgeState.EastLerp = 4,
EdgeState.WestLerp = 8
} |
|
enum | ModiferRequirements {
ModiferRequirements.Default = 0,
ModiferRequirements.UniqueMaterialInstances = 1,
ModiferRequirements.VertexMapCoords = 2,
ModiferRequirements.VertexGnomonicMapCoords = 4,
ModiferRequirements.UVSphereCoords = 8,
ModiferRequirements.UVQuadCoords = 16,
ModiferRequirements.MeshColorChannel = 32,
ModiferRequirements.MeshCustomNormals = 64,
ModiferRequirements.MeshBuildTangents = 128,
ModiferRequirements.MeshUV2 = 256,
ModiferRequirements.MeshUV3 = 512,
ModiferRequirements.MeshUV4 = 1024,
ModiferRequirements.MeshAssignTangents = 2048
} |
|
enum | QuadChild {
QuadChild.SouthWest = 0,
QuadChild.SouthEast = 1,
QuadChild.NorthWest = 2,
QuadChild.NorthEast = 3,
QuadChild.Null = -1
} |
|
enum | QuadEdge {
QuadEdge.North = 0,
QuadEdge.South = 1,
QuadEdge.East = 2,
QuadEdge.West = 3,
QuadEdge.Null = -1
} |
|
enum | QuadPlane {
QuadPlane.XP,
QuadPlane.XN,
QuadPlane.YP,
QuadPlane.YN,
QuadPlane.ZP,
QuadPlane.ZN
} |
|
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void | ActivateSphere () |
|
virtual void | ApplyTerrainShaderSettings () |
| Apply the terrain shader settings. More...
|
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PQ | AssignQuad (int subdiv) |
|
Color | BilinearInterpColorMap (Texture2D texture) |
|
Color | BilinearInterpColorMap (Vector3 planetPos, Texture2D texture) |
|
double | BilinearInterpFloatMap (Texture2D texture) |
|
double | BilinearInterpFloatMap (Vector3 planetPos, Texture2D texture) |
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bool | BuildQuad (PQ quad) |
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void | ClearCache () |
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void | CloseExternalRender () |
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Texture2D[] | CreateMaps (int width, double maxHeight, bool hasOcean, double oceanHeight, Color oceanColor) |
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void | DeactivateSphere () |
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void | DestroyQuad (PQ quad) |
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void | DisableSphere () |
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void | EnableSphere () |
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void | ForceStart () |
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double | GetAltitude (Vector3d worldPosition) |
|
double | GetClampedWorldAltitude (Vector3 worldPosition) |
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double | GetClampedWorldSurfaceHeight (Vector3 worldPosition) |
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double | GetRelativeAltitude (Vector3 worldPosition) |
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Vector3d | GetRelativeDirection (Vector3d worldDirection) |
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double | GetRelativeDistance (Vector3 worldPosition) |
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double | GetRelativeDistanceSqr (Vector3 worldDirection) |
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Vector3d | GetRelativePosition (Vector3d worldPosition) |
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Vector3 | GetRightmostCornerNormal (PQ caller, PQ nextQuad) |
| Gets the normal to the right of the side facing the next quad from the quad diagonally opposite the corner. More...
|
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double | GetSurfaceHeight (Vector3d radialVector) |
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Vector3d | GetWorldPosition (Vector3d localPosition) |
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void | QuadCreated (PQ quad) |
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bool | RayIntersection (Vector3 worldStart, Vector3 worldDirection, out double intersectionDistance) |
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bool | RayIntersection (Vector3 worldStart, Vector3 worldDirection, out Vector3d intersection) |
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void | RebuildSphere () |
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void | ResetAndWait () |
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void | ResetSphere () |
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void | SetCache () |
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void | SetSecondaryTarget (Transform secondaryTarget) |
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void | SetTarget (Transform target) |
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void | SetupExternalRender () |
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void | StartUpSphere () |
|
Enumerator |
---|
Reset |
|
NoLerps |
|
NorthLerp |
|
SouthLerp |
|
EastLerp |
|
WestLerp |
|
Enumerator |
---|
Default |
|
UniqueMaterialInstances |
|
VertexMapCoords |
|
VertexGnomonicMapCoords |
|
UVSphereCoords |
|
UVQuadCoords |
|
MeshColorChannel |
|
MeshCustomNormals |
|
MeshBuildTangents |
|
MeshUV2 |
|
MeshUV3 |
|
MeshUV4 |
|
MeshAssignTangents |
|
Enumerator |
---|
SouthWest |
|
SouthEast |
|
NorthWest |
|
NorthEast |
|
Null |
|
Enumerator |
---|
North |
|
South |
|
East |
|
West |
|
Null |
|
Enumerator |
---|
XP |
|
XN |
|
YP |
|
YN |
|
ZP |
|
ZN |
|
void PQS.ActivateSphere |
( |
| ) |
|
|
inline |
virtual void PQS.ApplyTerrainShaderSettings |
( |
| ) |
|
|
inlinevirtual |
Apply the terrain shader settings.
PQ PQS.AssignQuad |
( |
int |
subdiv | ) |
|
|
inline |
Color PQS.BilinearInterpColorMap |
( |
Texture2D |
texture | ) |
|
|
inline |
Color PQS.BilinearInterpColorMap |
( |
Vector3 |
planetPos, |
|
|
Texture2D |
texture |
|
) |
| |
|
inline |
double PQS.BilinearInterpFloatMap |
( |
Texture2D |
texture | ) |
|
|
inline |
double PQS.BilinearInterpFloatMap |
( |
Vector3 |
planetPos, |
|
|
Texture2D |
texture |
|
) |
| |
|
inline |
static void PQS.BuildNormals |
( |
PQ |
quad | ) |
|
|
inlinestatic |
static void PQS.BuildNormalsNoClear |
( |
PQ |
quad | ) |
|
|
inlinestatic |
bool PQS.BuildQuad |
( |
PQ |
quad | ) |
|
|
inline |
< do any mods
< add mesh stuff to quad
static void PQS.BuildTangents |
( |
PQ |
quad | ) |
|
|
inlinestaticprotected |
< Gram-Schmidt orthogonalize
< Calculate handedness
void PQS.CloseExternalRender |
( |
| ) |
|
|
inline |
static void PQS.CreateCache |
( |
| ) |
|
|
inlinestatic |
< work out few bits we'll need for vert spamming
< create verts
< create tangents
< Gram-Schmidt orthogonalize
< Calculate handedness
< some other temp arrays we'll be needing
Texture2D [] PQS.CreateMaps |
( |
int |
width, |
|
|
double |
maxHeight, |
|
|
bool |
hasOcean, |
|
|
double |
oceanHeight, |
|
|
Color |
oceanColor |
|
) |
| |
|
inline |
void PQS.DeactivateSphere |
( |
| ) |
|
|
inline |
void PQS.DestroyQuad |
( |
PQ |
quad | ) |
|
|
inline |
void PQS.DisableSphere |
( |
| ) |
|
|
inline |
void PQS.EnableSphere |
( |
| ) |
|
|
inline |
double PQS.GetAltitude |
( |
Vector3d |
worldPosition | ) |
|
|
inline |
double PQS.GetClampedWorldAltitude |
( |
Vector3 |
worldPosition | ) |
|
|
inline |
double PQS.GetClampedWorldSurfaceHeight |
( |
Vector3 |
worldPosition | ) |
|
|
inline |
Rotates the direction clockwise.
- Parameters
-
edge | Edge direction which we want to rotate. |
- Returns
- The edge rotated clockwise.
Rotates the direction counter clockwise.
- Parameters
-
edge | Edge direction which we want to rotate. |
- Returns
- The edge rotated counter clockwise.
double PQS.GetRelativeAltitude |
( |
Vector3 |
worldPosition | ) |
|
|
inline |
double PQS.GetRelativeDistance |
( |
Vector3 |
worldPosition | ) |
|
|
inline |
double PQS.GetRelativeDistanceSqr |
( |
Vector3 |
worldDirection | ) |
|
|
inline |
Vector3 PQS.GetRightmostCornerNormal |
( |
PQ |
caller, |
|
|
PQ |
nextQuad |
|
) |
| |
|
inline |
Gets the normal to the right of the side facing the next quad from the quad diagonally opposite the corner.
- Parameters
-
caller | PQ for which we want to get a corner normal for interpolation. |
nextQuad | PQ to help us decide the sampling direction. |
- Returns
- The normal from the PQ diagonally opposite the calling quad.
double PQS.GetSurfaceHeight |
( |
Vector3d |
radialVector | ) |
|
|
inline |
static bool PQS.LineSphereIntersection |
( |
Vector3d |
relPos, |
|
|
Vector3d |
relVel, |
|
|
double |
radius, |
|
|
out Vector3d |
relIntersection |
|
) |
| |
|
inlinestatic |
static void PQS.LoadCacheSettings |
( |
ConfigNode |
node | ) |
|
|
inlinestatic |
void PQS.QuadCreated |
( |
PQ |
quad | ) |
|
|
inline |
bool PQS.RayIntersection |
( |
Vector3 |
worldStart, |
|
|
Vector3 |
worldDirection, |
|
|
out double |
intersectionDistance |
|
) |
| |
|
inline |
bool PQS.RayIntersection |
( |
Vector3 |
worldStart, |
|
|
Vector3 |
worldDirection, |
|
|
out Vector3d |
intersection |
|
) |
| |
|
inline |
void PQS.RebuildSphere |
( |
| ) |
|
|
inline |
void PQS.ResetAndWait |
( |
| ) |
|
|
inline |
void PQS.SetSecondaryTarget |
( |
Transform |
secondaryTarget | ) |
|
|
inline |
void PQS.SetTarget |
( |
Transform |
target | ) |
|
|
inline |
void PQS.SetupExternalRender |
( |
| ) |
|
|
inline |
void PQS.StartUpSphere |
( |
| ) |
|
|
inline |
static int PQS.ti |
( |
int |
x, |
|
|
int |
z |
|
) |
| |
|
inlinestatic |
static int PQS.vi |
( |
int |
x, |
|
|
int |
z |
|
) |
| |
|
inlinestatic |
int [][] PQS.cacheIndices |
|
static |
float PQS.cacheMeshSize = 1f |
|
static |
Vector3 [] PQS.cacheNormals |
|
static |
float PQS.cacheQuadSize = 1f |
|
static |
int PQS.cacheResDiv2Plus1 |
|
static |
int PQS.cacheSideVertCount = 15 |
|
static |
Vector4 [] PQS.cacheTangents |
|
static |
triangle count (triIndexCount / 3)
int PQS.cacheTriIndexCount |
|
static |
total indices in plane mesh
total verts in plane mesh
double PQS.cacheVertCountReciprocal = 1d / (cacheSideVertCount * cacheSideVertCount) |
|
static |
Vector3 [] PQS.cacheVerts |
|
static |
can cancel the update from PreUpdate
double PQS.collapseAltitudeMax |
double PQS.collapseAltitudeValue |
double PQS.collapseSeaLevelValue |
double PQS.collapseThreshold |
double [] PQS.collapseThresholds |
bool PQS.DEBUG_ShowGUIRebuild |
bool PQS.DEBUG_UseSharedMaterial = false |
bool PQS.defaultInspector |
double PQS.detailAltitudeMax |
double PQS.detailAltitudeQuads |
double PQS.detailSeaLevelQuads |
Material PQS.fallbackMaterial |
bool PQS.Global_AllowScatter = true |
|
static |
bool PQS.Global_ForceShaderModel = true |
|
static |
double PQS.Global_ScatterFactor = 1.0d |
|
static |
Material PQS.highQualitySurfaceMaterial |
High quality terrain material.
double PQS.horizonDistance |
used for the pqs's master startup and shutdown. not to be meddled with
bool PQS.isSubdivisionEnabled |
failsafe restart check in case it crashes... blush :p
GameObject PQS.LocalSpacePQStorage |
Material PQS.lowQualitySurfaceMaterial |
Low quality terrain material.
double PQS.mapOceanHeight |
List<Material> PQS.materialsForUpdates = new List<Material>() |
double PQS.maxDetailDistance |
int PQS.maxLevelAtCurrentTgtSpeed |
float PQS.maxQuadLenghtsPerFrame = 0.03f |
Material PQS.mediumQualitySurfaceMaterial |
Medium quality terrain material.
bool PQS.meshRecieveShadows |
maximum known vertex height - updates as subdivision occurs, dont assume this is a fixed value
minimum known vertex height - updates as subdivision occurs, dont assume this is a fixed value
double PQS.minDetailDistance |
List<PQ> PQS.normalUpdateList |
Vector3d PQS.relativeSecondaryTargetPosition |
Vector3d PQS.relativeTargetPositionNormalized |
bool PQS.reqAssignTangents |
bool PQS.reqBuildTangents |
bool PQS.reqCustomNormals |
bool PQS.reqGnomonicCoords |
bool PQS.reqVertexMapCoods |
Transform PQS.secondaryTarget |
double PQS.subdivisionThreshold |
double [] PQS.subdivisionThresholds |
Material PQS.surfaceMaterial |
Selected terrain material.
bool PQS.surfaceRelativeQuads |
double PQS.targetAltitude |
double PQS.targetSecondaryAltitude |
Material PQS.ultraQualitySurfaceMaterial |
Ultra High quality terrain material.
bool PQS.useSharedMaterial |
double PQS.visibleAltitude |
double PQS.visRadAltitudeMax |
double PQS.visRadAltitudeValue |
double PQS.visRadSeaLevelValue |
EventData<PQS> PQS.OnReady |
|
get |
The documentation for this class was generated from the following file:
- KSP/Assets/Scripts/Scenery/PQS Library/PQS.cs