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TreeInstance

Graydon edited this page Mar 21, 2017 · 6 revisions

public struct TreeInstance

Base Class: ValueType

Fields

public uint m_nextGridTree
public short m_posX
public short m_posZ
public ushort m_posY
public ushort m_flags
public ushort m_infoIndex

Properties

public TreeInfo Info { get; set; }
public bool Single { get; set; }
public bool FixedHeight { get; set; }
public int GrowState { get; set; }
public Vector3 Position { get; set; }

Methods

public void RenderInstance(CameraInfo cameraInfo, uint treeID, int layerMask)
public static void RenderInstance(CameraInfo cameraInfo, TreeInfo info, Vector3 position, float scale, float brightness)
public static void RenderLod(CameraInfo cameraInfo, TreeInfo info)
public void CalculateTree(uint treeID)
public void UpdateTree(uint treeID)
public void TerrainUpdated(uint treeID, float minX, float minZ, float maxX, float maxZ)
public static void TerrainUpdated(TreeInfo info, Vector3 position)
public void AfterTerrainUpdated(uint treeID, float minX, float minZ, float maxX, float maxZ)
public bool OverlapQuad(uint treeID, Quad2 quad, float minY, float maxY)
public bool RayCast(uint treeID, Segment3 ray, out float t, out float targetSqr)
public bool CalculateGroupData(uint treeID, int layer, ref int vertexCount, ref int triangleCount, ref int objectCount, ref VertexArrays vertexArrays)
public static bool CalculateGroupData(ref int vertexCount, ref int triangleCount, ref int objectCount, ref VertexArrays vertexArrays)
public void PopulateGroupData(uint treeID, int layer, ref int vertexIndex, ref int triangleIndex, Vector3 groupPosition, MeshData data, ref Vector3 min, ref Vector3 max, ref float maxRenderDistance, ref float maxInstanceDistance)
public static void PopulateGroupData(TreeInfo info, Vector3 position, float scale, float brightness, ref int vertexIndex, ref int triangleIndex, Vector3 groupPosition, MeshData data, ref Vector3 min, ref Vector3 max, ref float maxRenderDistance, ref float maxInstanceDistance)

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