Namespace Fwt.HexTerrains.ChunkMehes.Data
Classes
ChunkMeshLayer
Represents a terrain layer for a chunk mesh, providing data structures and operations for managing cell heights, biomes, transparency, and cell metrics within a hex-based terrain system.
ChunkMeshLayerConfigAsset
Defines the configuration asset for a chunk mesh terrain layer, including settings for heightmap and biome map initialization, automatic biome painting, and layer overlap behavior.
ChunkMeshLayerGroup
Entity component that holds a group of ChunkMeshLayer instances, providing functionality to create, initialize, and manage them.
CloudsChunkMeshLayer
Represents a visual mesh layer for rendering volumetric cloud chunks within a terrain simulation.
CloudsChunkMeshLayerConfigAsset
Provides configuration settings for initializing a clouds chunk mesh layer in a hex terrain environment.
HexSurfaceRenderConfigAsset
Render configuration for HexSurface layer. Used to provide materials and other render settings when rendering a HexSurface
RainChunkMeshLayer
Represents a mesh layer responsible for generating rain effects on a visual chunk within the terrain rendering system.
RainChunkMeshLayerConfigAsset
Defines a configuration asset for specifying rain effect parameters in a chunk mesh layer within a hex terrain system.
RoadsChunkMeshLayer
Represents a mesh layer for rendering roads within a terrain chunk.
RoadsChunkMeshLayerConfigAsset
Represents a configuration asset for defining the rendering settings of roads within a chunk mesh layer in a hex-based terrain system.
VisualChunkMeshLayer
Base class for HexSurface layer that contains visuals (mesh for each chunk).
VisualChunkMeshLayerConfigAsset
Defines a ScriptableObject asset that configures the rendering and visual properties for a chunk mesh layer in a hex terrain system.
WaterChunkMeshLayer
HexSurfaceLayer that has a special color map (cells under the ground are transparent).
WaterChunkMeshLayerConfigAsset
Defines a ScriptableObject asset used to configure a water surface mesh layer for hex-based terrain chunks.
Structs
ChunkMeshBiomeUVConfig
Config struct that contains a UV (xy - min, zw - max) for a biome. Used when ChunkMesh is generated with RenderSettings.IsUseBiomeAtlas, this Value is used to calculate a uv for each cell depending on cell's Biome.
ChunkMeshLayerSettings
ChunkMeshRenderSettings
Render settings for the hex terrain surface. Contains settings that affect mesh generation and rendering.
CloudsRenderSettings
CreateChunkMeshLayerRequest
Represents a request to create a terrain layer using a specified chunk mesh layer configuration.
HexRoadsRenderSettings
Structure defining rendering settings for roads in a hex terrain.
RainRenderSettings
Defines settings for rendering rain effects over terrain, including the rain's starting height, maximum visual thickness, and the cell height at which maximum thickness is achieved.
Interfaces
IChunkMeshLayerConfig
Defines the configuration for a chunk mesh terrain layer, including settings for heightmap and biome map initialization, automatic biome painting, and layer overlap behavior.
ICloudsChunkMeshLayerConfig
Defines configuration settings for a single layer of a clouds chunk mesh.
IRainChunkMeshLayerConfig
Defines the configuration for a rain chunk mesh layer, including the vertical position at which rain effects are generated.
IRoadsChunkMeshLayerConfig
Represents a configuration object for defining the rendering settings of roads within a chunk mesh layer in a hex-based terrain system.
IVisualChunkMeshLayerConfig
Defines a configuration for the rendering and visual properties for a chunk mesh layer in a hex terrain system.