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Game.TerrainChunk
类 Game.TerrainChunk 继承关系图:
Game.TerrainChunk 的协作图:

struct  BrushPaint
 

Public 成员函数

 TerrainChunk (Terrain terrain, int x, int z)
 
virtual void DisposeVertexIndexBuffers ()
 
virtual void InvalidateSliceContentsHashes ()
 
virtual void CopySliceContentsHashes ()
 
virtual void Dispose ()
 
virtual int CalculateTopmostCellHeight (int x, int z)
 
virtual int GetCellValueFast (int index)
 
virtual int GetCellValueFast (int x, int y, int z)
 
virtual void SetCellValueFast (int x, int y, int z, int value)
 
virtual void SetCellValueFast (int index, int value)
 
virtual int GetCellContentsFast (int x, int y, int z)
 
virtual int GetCellLightFast (int x, int y, int z)
 
virtual int GetShaftValueFast (int x, int z)
 
virtual void SetShaftValueFast (int x, int z, int value)
 
virtual int GetTemperatureFast (int x, int z)
 
virtual void SetTemperatureFast (int x, int z, int temperature)
 
virtual int GetHumidityFast (int x, int z)
 
virtual void SetHumidityFast (int x, int z, int humidity)
 
virtual int GetTopHeightFast (int x, int z)
 
virtual void SetTopHeightFast (int x, int z, int topHeight)
 
virtual int GetBottomHeightFast (int x, int z)
 
virtual void SetBottomHeightFast (int x, int z, int bottomHeight)
 
virtual int GetSunlightHeightFast (int x, int z)
 
virtual void SetSunlightHeightFast (int x, int z, int sunlightHeight)
 
virtual void AddBrushPaint (int x, int y, int z, TerrainBrush brush)
 
virtual void ApplyBrushPaints (TerrainChunk chunk)
 

静态 Public 成员函数

static void DisposeTerrainChunkGeometryVertexIndexBuffers (TerrainChunk chunk)
 
static bool IsCellValid (int x, int y, int z)
 
static bool IsShaftValid (int x, int z)
 
static int CalculateCellIndex (int x, int y, int z)
 

Public 属性

int UniqueID = 0
 
Terrain Terrain
 
Point2 Coords
 
Point2 Origin
 
BoundingBox BoundingBox
 
Vector2 Center
 
TerrainChunkState State
 
TerrainChunkState ThreadState
 
bool WasDowngraded
 
TerrainChunkStateDowngradedState
 
bool WasUpgraded
 
TerrainChunkStateUpgradedState
 
int ModificationCounter
 
float[] HazeEnds = new float[4]
 
bool AreBehaviorsNotified
 
bool IsLoaded
 
volatile bool NewGeometryData
 
TerrainChunkGeometry Geometry = new()
 
int[] Cells
 
int[] Shafts
 
DynamicArray< BrushPaintm_brushPaints = []
 
TerrainGeometry[] ChunkSliceGeometries = new TerrainGeometry[16]
 
DynamicArray< TerrainChunkGeometry.BufferBuffers = new DynamicArray<TerrainChunkGeometry.Buffer>()
 
int[] SliceContentsHashes = new int[16]
 
int[] GeneratedSliceContentsHashes = new int[16]
 

静态 Public 属性

static int ChunkID = 0
 
const int SizeBits = 4
 
const int Size = 16
 
const int HeightBits = 8
 
const int Height = 256
 
const int SizeMinusOne = 15
 
const int HeightMinusOne = 255
 
const int SliceHeight = 16
 
const int SlicesCount = 16
 
static ArrayCache< int > m_cellsCache = new ArrayCache<int>((IEnumerable<int>)new int[1] { 65536 },0.66f,60f,0.33f,5f)
 
static ArrayCache< int > m_shaftsCache = new ArrayCache<int>((IEnumerable<int>)new int[1] { 256 },0.66f,60f,0.33f,5f)
 

构造及析构函数说明

◆ TerrainChunk()

Game.TerrainChunk.TerrainChunk ( Terrain terrain,
int x,
int z )
函数调用图:

成员函数说明

◆ AddBrushPaint()

virtual void Game.TerrainChunk.AddBrushPaint ( int x,
int y,
int z,
TerrainBrush brush )
virtual
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◆ ApplyBrushPaints()

virtual void Game.TerrainChunk.ApplyBrushPaints ( TerrainChunk chunk)
virtual
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◆ CalculateCellIndex()

static int Game.TerrainChunk.CalculateCellIndex ( int x,
int y,
int z )
static
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◆ CalculateTopmostCellHeight()

virtual int Game.TerrainChunk.CalculateTopmostCellHeight ( int x,
int z )
virtual
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◆ CopySliceContentsHashes()

virtual void Game.TerrainChunk.CopySliceContentsHashes ( )
virtual
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◆ Dispose()

virtual void Game.TerrainChunk.Dispose ( )
virtual
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◆ DisposeTerrainChunkGeometryVertexIndexBuffers()

static void Game.TerrainChunk.DisposeTerrainChunkGeometryVertexIndexBuffers ( TerrainChunk chunk)
static
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◆ DisposeVertexIndexBuffers()

virtual void Game.TerrainChunk.DisposeVertexIndexBuffers ( )
virtual
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◆ GetBottomHeightFast()

virtual int Game.TerrainChunk.GetBottomHeightFast ( int x,
int z )
virtual
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◆ GetCellContentsFast()

virtual int Game.TerrainChunk.GetCellContentsFast ( int x,
int y,
int z )
virtual
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◆ GetCellLightFast()

virtual int Game.TerrainChunk.GetCellLightFast ( int x,
int y,
int z )
virtual
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◆ GetCellValueFast() [1/2]

virtual int Game.TerrainChunk.GetCellValueFast ( int index)
virtual

◆ GetCellValueFast() [2/2]

virtual int Game.TerrainChunk.GetCellValueFast ( int x,
int y,
int z )
virtual

◆ GetHumidityFast()

virtual int Game.TerrainChunk.GetHumidityFast ( int x,
int z )
virtual
函数调用图:
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◆ GetShaftValueFast()

virtual int Game.TerrainChunk.GetShaftValueFast ( int x,
int z )
virtual
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◆ GetSunlightHeightFast()

virtual int Game.TerrainChunk.GetSunlightHeightFast ( int x,
int z )
virtual
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◆ GetTemperatureFast()

virtual int Game.TerrainChunk.GetTemperatureFast ( int x,
int z )
virtual
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◆ GetTopHeightFast()

virtual int Game.TerrainChunk.GetTopHeightFast ( int x,
int z )
virtual
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◆ InvalidateSliceContentsHashes()

virtual void Game.TerrainChunk.InvalidateSliceContentsHashes ( )
virtual
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◆ IsCellValid()

static bool Game.TerrainChunk.IsCellValid ( int x,
int y,
int z )
static

◆ IsShaftValid()

static bool Game.TerrainChunk.IsShaftValid ( int x,
int z )
static

◆ SetBottomHeightFast()

virtual void Game.TerrainChunk.SetBottomHeightFast ( int x,
int z,
int bottomHeight )
virtual
函数调用图:
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◆ SetCellValueFast() [1/2]

virtual void Game.TerrainChunk.SetCellValueFast ( int index,
int value )
virtual

◆ SetCellValueFast() [2/2]

virtual void Game.TerrainChunk.SetCellValueFast ( int x,
int y,
int z,
int value )
virtual

◆ SetHumidityFast()

virtual void Game.TerrainChunk.SetHumidityFast ( int x,
int z,
int humidity )
virtual
函数调用图:
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◆ SetShaftValueFast()

virtual void Game.TerrainChunk.SetShaftValueFast ( int x,
int z,
int value )
virtual
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◆ SetSunlightHeightFast()

virtual void Game.TerrainChunk.SetSunlightHeightFast ( int x,
int z,
int sunlightHeight )
virtual
函数调用图:
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◆ SetTemperatureFast()

virtual void Game.TerrainChunk.SetTemperatureFast ( int x,
int z,
int temperature )
virtual
函数调用图:
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◆ SetTopHeightFast()

virtual void Game.TerrainChunk.SetTopHeightFast ( int x,
int z,
int topHeight )
virtual
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类成员变量说明

◆ AreBehaviorsNotified

bool Game.TerrainChunk.AreBehaviorsNotified

◆ BoundingBox

BoundingBox Game.TerrainChunk.BoundingBox

◆ Buffers

DynamicArray<TerrainChunkGeometry.Buffer> Game.TerrainChunk.Buffers = new DynamicArray<TerrainChunkGeometry.Buffer>()

◆ Cells

int [] Game.TerrainChunk.Cells

◆ Center

Vector2 Game.TerrainChunk.Center

◆ ChunkID

int Game.TerrainChunk.ChunkID = 0
static

◆ ChunkSliceGeometries

TerrainGeometry [] Game.TerrainChunk.ChunkSliceGeometries = new TerrainGeometry[16]

◆ Coords

Point2 Game.TerrainChunk.Coords

◆ DowngradedState

TerrainChunkState? Game.TerrainChunk.DowngradedState

◆ GeneratedSliceContentsHashes

int [] Game.TerrainChunk.GeneratedSliceContentsHashes = new int[16]

◆ Geometry

TerrainChunkGeometry Game.TerrainChunk.Geometry = new()

◆ HazeEnds

float [] Game.TerrainChunk.HazeEnds = new float[4]

◆ Height

const int Game.TerrainChunk.Height = 256
static

◆ HeightBits

const int Game.TerrainChunk.HeightBits = 8
static

◆ HeightMinusOne

const int Game.TerrainChunk.HeightMinusOne = 255
static

◆ IsLoaded

bool Game.TerrainChunk.IsLoaded

◆ m_brushPaints

DynamicArray<BrushPaint> Game.TerrainChunk.m_brushPaints = []

◆ m_cellsCache

ArrayCache<int> Game.TerrainChunk.m_cellsCache = new ArrayCache<int>((IEnumerable<int>)new int[1] { 65536 },0.66f,60f,0.33f,5f)
static

◆ m_shaftsCache

ArrayCache<int> Game.TerrainChunk.m_shaftsCache = new ArrayCache<int>((IEnumerable<int>)new int[1] { 256 },0.66f,60f,0.33f,5f)
static

◆ ModificationCounter

int Game.TerrainChunk.ModificationCounter

◆ NewGeometryData

volatile bool Game.TerrainChunk.NewGeometryData

◆ Origin

Point2 Game.TerrainChunk.Origin

◆ Shafts

int [] Game.TerrainChunk.Shafts

◆ Size

const int Game.TerrainChunk.Size = 16
static

◆ SizeBits

const int Game.TerrainChunk.SizeBits = 4
static

◆ SizeMinusOne

const int Game.TerrainChunk.SizeMinusOne = 15
static

◆ SliceContentsHashes

int [] Game.TerrainChunk.SliceContentsHashes = new int[16]

◆ SliceHeight

const int Game.TerrainChunk.SliceHeight = 16
static

◆ SlicesCount

const int Game.TerrainChunk.SlicesCount = 16
static

◆ State

TerrainChunkState Game.TerrainChunk.State

◆ Terrain

Terrain Game.TerrainChunk.Terrain

◆ ThreadState

TerrainChunkState Game.TerrainChunk.ThreadState

◆ UniqueID

int Game.TerrainChunk.UniqueID = 0

◆ UpgradedState

TerrainChunkState? Game.TerrainChunk.UpgradedState

◆ WasDowngraded

bool Game.TerrainChunk.WasDowngraded

◆ WasUpgraded

bool Game.TerrainChunk.WasUpgraded

该类的文档由以下文件生成: