public struct TerrainComponentWhat a scene says about a terrain: which one, and how to draw it.
Remarks
Nine tenths of a terrain is in the asset, not here — [docs/plan/31 § D2]. A heightfield is tens of megabytes of binary and a .vxscene is the file two people touch every day, so the scene names the terrain and carries the handful of numbers that are a placement rather than a shape.
⚠ No transform of its own beyond the entity's. A terrain's samples are its space — TerrainDescription.MetresPerQuad is the scale and the sample grid is the origin — so a rotated terrain would make every tool that maps a world position to a sample carry an inverse. Placing one somewhere is the entity's LocalTransform, and rotating it is not offered.
Fields and properties (4)
public string TerrainWhich terrain asset this entity draws.
public float NearRangeHow far level 0 reaches, in metres.
public int LodBiasWhether to bias every level coarser, for a scalability setting.
public bool CastShadowsWhether the terrain casts shadows.
Methods (1)
public static TerrainComponent Of(string terrain)A terrain drawn with the usual settings.
Used by (6)
- ComponentRegistrationVixen.Rendering.Terrain
- Vixen_Rendering_Terrain_TerrainComponentSerializerVixen.Rendering.Terrain
- MaterialIconsVixen.Editor.App
- SceneTerrainsVixen.Editor.Terrain
- TerrainModuleVixen.Editor.Terrain
- TerrainSessionTestsVixen.Editor.App.Tests