public struct TerrainGrassComponentWhat a scene says about a terrain's grass: which rule grows it, and how far.
Remarks
A second component rather than a field on TerrainComponent, because grass is optional and a reference-typed field on the terrain would make every bare mountain carry an empty string for a feature it does not use. The split also matches what the two describe: the terrain component is a placement, and this is a rule — [docs/plan/31 § D8] — nothing about a blade is in any file, and the whole field re-grows when the rule changes.
⚠ One grass type per terrain entity, which is this increment's honest ceiling. The ECS holds one component of a type per entity, and a fixed inline array of references is a scene format decision worth more thought than a rush. A level that wants two grasses on one terrain waits on that decision; a level with two terrains carries one of these on each.
Fields and properties (2)
public string GrassWhich .vxgrass asset says what the grass is like.
public float RangeHow far from the camera cells are kept resident, in metres. Zero takes the default.
Methods (1)
public static TerrainGrassComponent Of(string grass)A field grown with the usual settings.
Used by (9)
- ArenaThirdPersonShooter
- PbrShowcaseGamePbrShowcase
- ComponentRegistrationVixen.Rendering.Terrain
- TerrainExtractionSystemVixen.Rendering.Terrain
- TerrainNodeTestsVixen.Rendering.Terrain.Tests
- TypeRegistrationVixen.Rendering.Terrain
- Vixen_Rendering_Terrain_TerrainGrassComponentSerializerVixen.Rendering.Terrain
- ComponentTestsVixen.Editor.App.Tests
- MaterialIconsVixen.Editor.App