pub struct TerrainPatch {
pub patch_id: u32,
pub grid_x: i32,
pub grid_z: i32,
pub patch_size: f32,
pub current_lod: u32,
pub max_lod: u32,
pub height_data: Vec<f32>,
pub height_grid_res: u32,
pub vertex_count: u32,
pub is_stitched: bool,
pub neighbor_lods: [u32; 4],
pub morph_fraction: f32,
}Fields§
§patch_id: u32§grid_x: i32§grid_z: i32§patch_size: f32§current_lod: u32§max_lod: u32§height_data: Vec<f32>§height_grid_res: u32§vertex_count: u32§is_stitched: bool§neighbor_lods: [u32; 4]§morph_fraction: f32Implementations§
Source§impl TerrainPatch
impl TerrainPatch
pub fn new( patch_id: u32, grid_x: i32, grid_z: i32, patch_size: f32, max_lod: u32, ) -> Self
pub fn world_position(&self) -> Vec3
pub fn world_bounds(&self) -> Aabb
pub fn sample_height_bilinear(&self, local_x: f32, local_z: f32) -> f32
pub fn compute_normal_at(&self, local_x: f32, local_z: f32) -> Vec3
pub fn desired_lod_for_distance(&self, distance: f32) -> u32
pub fn update_lod(&mut self, camera_pos: Vec3)
pub fn needs_stitching(&self) -> bool
pub fn stitch_skirt_vertices(&self) -> Vec<Vec3>
Trait Implementations§
Source§impl Clone for TerrainPatch
impl Clone for TerrainPatch
Auto Trait Implementations§
impl Freeze for TerrainPatch
impl RefUnwindSafe for TerrainPatch
impl Send for TerrainPatch
impl Sync for TerrainPatch
impl Unpin for TerrainPatch
impl UnsafeUnpin for TerrainPatch
impl UnwindSafe for TerrainPatch
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