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| class | i6e::api::TerrainAppearanceComponent |
| | Tells the engine what heightmap and texture to use when rendering the GameObject. For creating a TerrainAppearanceComponent, these keys are possible:
| Name | Required | Type | Description | Public |
| heightmap | yes | std::string | heightmap used for this terrain, either this or heightdata required, if both are provided, heightdata is used | yes |
| heightdata | yes | std::vector<std::vector<double>> | heightdata used for this terrain, either this or heightmap required, if both are provided, heightdata is used | yes |
| size | yes | double | expansion of the terrain | yes |
| inputScale | yes | double | scale factor for the terrain heights, highest point of heightmap gets this height | yes |
| vertices | yes | uint32_t | vertices along an edge, must be 2^n + 1 | yes |
| layers | yes | uint32_t | amount of layers on the terrain | yes |
| minX | yes | int64_t | minimum X for duplicates of the terrain | yes |
| maxX | yes | int64_t | maximum X for duplicates of the terrain | yes |
| minY | yes | int64_t | maximum Y for duplicates of the terrain | yes |
| maxY | yes | int64_t | maximum Y for duplicates of the terrain | yes |
| layer__size | yes | double | size of the texture units for every layer | yes |
| layer__diffusespecular | yes | std::string | diffuse and specular map for every layer | yes |
| layer__normal | yes | std::string | normal and displacement map for every layer | yes |
| layer__minHeight | yes | double | minimum height where this layer shall appear, for every layer except the first | yes |
| layer__fadeDist | yes | double | defines how fast the layers are blend over, for every layer except the first | yes |
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