Vixen
02b45cc4
csharp
public struct TerrainComponent

What a scene says about a terrain: which one, and how to draw it.

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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 Terrain

    Which terrain asset this entity draws.

  • public float NearRange

    How far level 0 reaches, in metres.

  • public int LodBias

    Whether to bias every level coarser, for a scalability setting.

  • public bool CastShadows

    Whether 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