Space Engineers
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Public Member Functions | |
unsafe void | Init (IMy2DClipmapManager manager, ref MatrixD worldMatrix, double sectorSize, double faceSize) |
unsafe void | Update (Vector3D localPosition) |
unsafe THandler | GetHandler (Vector2D point) |
void | Clear () |
Public Attributes | |
int | NodeAllocDeallocs |
Properties | |
Vector3D | LastPosition [get] |
MatrixD | WorldMatrix [get] |
MatrixD | InverseWorldMatrix [get] |
double | FaceHalf [get] |
double | LeafSize [get] |
int | Depth [get] |
THandler | : | class | |
THandler | : | IMy2DClipmapNodeHandler | |
THandler | : | new() |
Definition at line 67 of file My2DClipmap.cs.
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inline |
Definition at line 537 of file My2DClipmap.cs.
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inline |
Definition at line 488 of file My2DClipmap.cs.
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inline |
Definition at line 263 of file My2DClipmap.cs.
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inline |
What is this?
Partial implementation of a 2D Clipmap.
Beware that my implementation uses a quadtree for 1:2 lod size ratios. This makes the implementation simpler but does differ from the implementations in literature.
Additionally literature proposes that there be a invalid zone where data is preloaded. In our case that zone is of size 0.
Other than that we have what I jugde some pretty efficient and compact code, the results seem quite agreeable.
Definition at line 342 of file My2DClipmap.cs.
int Sandbox.Game.WorldEnvironment.My2DClipmap< THandler >.NodeAllocDeallocs |
Definition at line 116 of file My2DClipmap.cs.
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get |
Definition at line 83 of file My2DClipmap.cs.
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get |
Definition at line 81 of file My2DClipmap.cs.
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get |
Definition at line 80 of file My2DClipmap.cs.
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get |
Definition at line 77 of file My2DClipmap.cs.
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get |
Definition at line 82 of file My2DClipmap.cs.
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get |
Definition at line 79 of file My2DClipmap.cs.