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VegetationSystem

Struct VegetationSystem 

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pub struct VegetationSystem {
    pub instances: Vec<VegetationInstance>,
    pub grass_field: GrassField,
    pub rock_clusters: Vec<RockCluster>,
    pub wind_vector: Vec2,
    pub time: f32,
}
Expand description

Top-level manager for all vegetation instances.

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§instances: Vec<VegetationInstance>§grass_field: GrassField§rock_clusters: Vec<RockCluster>§wind_vector: Vec2§time: f32

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impl VegetationSystem

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pub fn new() -> Self

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pub fn generate( heightmap: &HeightMap, biome_map: &BiomeMap, density_scale: f32, seed: u64, ) -> Self

Generate all vegetation from a heightmap and biome map.

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pub fn update_lod(&mut self, camera_pos: Vec3)

Update LOD levels for all instances based on camera position.

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pub fn frustum_cull(&mut self, planes: &[(Vec3, f32); 6])

Frustum cull instances. planes is 6 plane normal+distance pairs.

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pub fn apply_season(&mut self, month: u32)

Apply seasonal variation to all instances.

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pub fn update(&mut self, dt: f32, wind: Vec2)

Update wind simulation for the given time step.

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pub fn visible_count(&self) -> usize

Count visible instances.

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pub fn instances_at_lod( &self, lod: u8, ) -> impl Iterator<Item = &VegetationInstance>

Get all visible instances at a given LOD level.

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impl Debug for VegetationSystem

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for VegetationSystem

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fn default() -> Self

Returns the “default value” for a type. Read more

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type Error = <U as TryFrom<T>>::Error

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