161 lines
5.2 KiB
C#
161 lines
5.2 KiB
C#
/* INFINITY CODE */
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/* https://infinity-code.com */
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using UnityEngine;
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namespace InfinityCode.RealWorldTerrain
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{
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public partial class RealWorldTerrainPrefsBase
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{
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/// <summary>
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/// If disabled terrains will have zero Y at minimum elevation. <br/>
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/// If enabled, terrains will have zero Y on the water line(zero elevation).
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/// </summary>
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public bool alignWaterLine;
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public Vector2 autoDetectElevationOffset = new Vector2(100, 100);
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/// <summary>
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/// Resolution of the base map used for rendering far patches on the terrain.
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/// </summary>
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public int baseMapResolution = 1024;
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/// <summary>
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/// Flag indicating that the zero is used as unknown value.
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/// </summary>
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public bool bingMapsUseZeroAsUnknown;
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/// <summary>
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/// Resolution of control texture.
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/// </summary>
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public int controlTextureResolution = 512;
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/// <summary>
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/// Escarpment of the seabed. Greater value - steeper slope.
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/// </summary>
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public float depthSharpness = 0;
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/// <summary>
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/// The resolution of the map that controls grass and detail meshes.<br/>
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/// For performance reasons (to save on draw calls) the lower you set this number the better.
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/// </summary>
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public int detailResolution = 2048;
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/// <summary>
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/// Elevation provider
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/// </summary>
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public RealWorldTerrainElevationProvider elevationProvider = RealWorldTerrainElevationProvider.SRTM;
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public RealWorldTerrainElevationRange elevationRange = RealWorldTerrainElevationRange.autoDetect;
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public RealWorldTerrainElevationType elevationType = RealWorldTerrainElevationType.realWorld;
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/// <summary>
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/// The fixed size of terrain.<br/>
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/// X - Terrain Width<br/>
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/// Y - Terrain Height<br/>
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/// Z - Terrain Length
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/// </summary>
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public Vector3 fixedTerrainSize = new Vector3(500, 600, 500);
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/// <summary>
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/// The resolution of GAIA stamp
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/// </summary>
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public int gaiaStampResolution = 1024;
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/// <summary>
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/// Generate unknown underwater areas based on known data
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/// </summary>
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public bool generateUnderWater;
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/// <summary>
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/// The HeightMap resolution for each Terrain.
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/// </summary>
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public int heightmapResolution = 129;
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/// <summary>
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/// Errors of SRTM should be ignored?
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/// </summary>
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public bool ignoreSRTMErrors;
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public float fixedMaxElevation = 1000;
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public float fixedMinElevation = 0;
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/// <summary>
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/// Type of max elevation value.
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/// </summary>
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public RealWorldTerrainMaxElevation maxElevationType = RealWorldTerrainMaxElevation.autoDetect;
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/// <summary>
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/// Elevation value when there is no data.
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/// </summary>
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public short nodataValue;
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/// <summary>
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/// The order of bytes in a RAW file.
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/// </summary>
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public RealWorldTerrainByteOrder rawByteOrder = RealWorldTerrainByteOrder.Windows;
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/// <summary>
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/// Filename of RAW result
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/// </summary>
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public string rawFilename = "terrain";
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/// <summary>
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/// Height of RAW result
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/// </summary>
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public int rawHeight = 1024;
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/// <summary>
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/// Width of RAW result
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/// </summary>
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public int rawWidth = 1024;
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/// <summary>
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/// Type of RAW result
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/// </summary>
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public RealWorldTerrainRawType rawType = RealWorldTerrainRawType.RAW;
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/// <summary>
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/// Specifies the size in pixels of each individually rendered detail patch. <br/>
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/// A larger number reduces draw calls, but might increase triangle count since detail patches are culled on a per batch basis. <br/>
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/// A recommended value is 16. <br/>
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/// If you use a very large detail object distance and your grass is very sparse, it makes sense to increase the value.
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/// </summary>
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public int resolutionPerPatch = 16;
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/// <summary>
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/// Type of result (terrain, mesh).
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/// </summary>
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public RealWorldTerrainResultType resultType = RealWorldTerrainResultType.terrain;
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/// <summary>
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/// Specifies whether the projection will be determined by the size of the area.<br/>
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/// 0 - Real world sizes.<br/>
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/// 1 - Mercator sizes.<br/>
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/// 2 - Fixed size.
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/// </summary>
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public int sizeType = 0;
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/// <summary>
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/// Scale of terrains.
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/// </summary>
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public Vector3 terrainScale = Vector3.one;
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/// <summary>
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/// The source of water detection.
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/// </summary>
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public RealWorldTerrainWaterDetectionSource waterDetectionSource = RealWorldTerrainWaterDetectionSource.texture;
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/// <summary>
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/// The bit mask of water detection.
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/// </summary>
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public TextAsset waterDetectionBitMask;
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/// <summary>
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/// The texture of water detection.
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/// </summary>
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public Texture2D waterDetectionTexture;
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}
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} |