TINMAN 3D / REALTIME TERRAIN
Software Development Kit - User Manual

class Regions in Tinman.Terrain.Meshing

The Regions class traverses the filtered mesh (see FilterIn), generates a SectorBatch for each mesh sector that contains data of the given heightmap (see Heightmap) and puts an explicit mark on it (see SectorMark).

sealed class Regions implements IBatchRenderer<SectorBatch, SectorBatch>
  IEventListenerGeneric<HeightmapEventArgs>
  IMeshBoundMinSize
  extends MeshTraversal

Remarks

The following vertex data semantics are used by this class:

Public / Attributes

BatchCount

Returns the current number of rendering batches that are buffered by this object.

public property BatchCount { get }
type int32
value [>=0] The number of rendering batch elements.
implements IBatchContainerBase.BatchCount

See also:

IBatchContainer.GetBatch

BlockSize

The minimum heightmap block size to process.

public property BlockSize { get set }
type int32
value [pow2] The heightmap block size, in samples.

Remarks:

Defaults to 512 (see HasRegion).

CameraInfo

The object that provides the current camera position.

public property CameraInfo { get set }
type CameraInfo
value [not-null] The camera position provider.
implements ICameraInfoDependent.CameraInfo

FilterIn

The mesh tree input filter to use for querying sector culling and marks.

public property FilterIn { get set }
type MeshTreeFilter
value The filter or null.
inherited MeshTraversal.FilterIn

Remarks:

The default value is null (i.e. all mesh sectors are visited).

See also:

MeshTree.GetRoot
MeshTree.GetChild
MeshTree.GetDown

FilterOut

The mesh tree output filter to use for performing sector culling and marking.

public property FilterOut { get set }
type MeshTreeFilter
value The mesh tree filter object.
inherited MeshTraversal.FilterOut

Remarks:

This MeshTreeFilter is not reset automatically. The application is responsible to call Reset.

The default value is null (i.e. the input filter is used in that case).

See also:

MeshTree.SectorCull
MeshTree.SectorMark
MeshTree.SectorMarkRoots

HasMesh

Has this object been bound to an IMesh object?

public property HasMesh { get }
type bool
value true if this object is currently bound to an IMesh, false if not.
inherited MeshBoundBase.HasMesh

Heightmap

The heightmap for which to compute regions.

public property Heightmap { get set }
type IHeightmap
value The heightmap or null.

Remarks:

When set to null, the heightmap of the bound mesh is used (see Heightmap).

Mesh

The CLOD mesh this object is currently bound to.

public property Mesh { get }
type IMesh
value The CLOD mesh or null.
inherited MeshBoundBase.Mesh

MinSize

The mesh sector quadtree is traversed until the projected screen-size of a mesh sector falls below this limit.

public property MinSize { get set }
type float32
value [>=0] Minimum sector size, in screen-space.
implements IMeshBoundMinSize.MinSize

Remarks:

This value is the square root of the approximated pixel area of the mesh sector on the screen.

The default value is 256.0f pixels.

Tree

The filtered MeshTree of this mesh traversal object.

public property Tree { get }
type MeshTree
value [not-null] The filtered MeshTree object or null if this object is not bound.
inherited MeshTraversal.Tree

Viewport

The current viewport object.

public property Viewport { get set }
type Viewport
value [not-null] The viewport object.
implements IViewportDependent.Viewport

Public / Constructors

Regions

Creates a new instance of Regions.

public constructor Regions ()

Public / Methods

ClearBatches

Clears all batches.

public method ClearBatches ()
implements IBatchRendererBase.ClearBatches

ComputeBatches

Computes the render batches.

public method ComputeBatches ()
implements IBatchRendererBase.ComputeBatches

GetBatch

Returns the index-th rendering batch.

public method GetBatch (int32 index)
type SectorBatch
params index [0..BatchCount-1] Index of rendering batch to return.
returns The rendering batch.
implements IBatchContainer.GetBatch

Remarks:

Usually, the sort order of batches is well-defined, in order to minimize state changes when processing batches first to last. Please refer to the documentation of the respective batch type for details.

MeshBind

Binds this object to the given IMesh.

public override method MeshBind (IMesh mesh)
params mesh The mesh object.
overrides MeshTraversal.MeshBind

MeshUnbind

Unbinds this object from its current IMesh.

public override method MeshUnbind ()
overrides MeshBoundBase.MeshUnbind

NotifyEvent

The event has been triggered.

public method NotifyEvent (HeightmapEventArgs argument)
params argument The event argument.
implements IEventListenerGeneric.NotifyEvent

RenderBatches

Renders all batches using the given renderer.

public method RenderBatches (Triangulation triangulation, IPrimitiveRenderer renderer, BatchDelegate<SectorBatch> callback = null, int32 tag = 0)
params triangulation [not-null] The mesh triangulation object.
  renderer [not-null] The primitive renderer to use.
  callback Optional render state callback to use. Defaults to null.
  tag A user-defined value that will be passed to the callback. Defaults to 0.
implements IBatchRenderer.RenderBatches

VisitFaces

Visits the given mesh root sectors.

public method VisitFaces (CubemapFace meshFace = CubemapFace.All)
params meshFace The mesh face to traverse. Defaults to All.
inherited MeshTraversal.VisitFaces

VisitQuadrant

Visits a quadrant of the given mesh sector on the current face, assuming that the corresponding child mesh sector does not exist.

public override method VisitQuadrant (int32 sector, int32 childIdx)
params sector Index of center vertex of sector to visit.
  childIdx Index of non-existing child sector in sector.
implements MeshTraversal.VisitQuadrant

Remarks:

The quadtree data structure for visiting the given sector can be obtained by getting the Tree property of the current mesh (see MeshBind.

VisitSector

Visits the given mesh sector on the current face.

public override method VisitSector (int32 sector)
params sector Index of center vertex of sector to visit.
implements MeshTraversal.VisitSector

Remarks:

The quadtree data structure for visiting the given sector can be obtained by getting the Tree property of the current mesh (see MeshBind.