Real World Terrain  v4.1
InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase Class Reference

Basic settings generation of terrain. More...

Inherited by InfinityCode.RealWorldTerrain.RealWorldTerrainPrefs.

Public Attributes

int baseMapResolution = 1024
 Resolution of the base map used for rendering far patches on the terrain. More...
 
bool bingMapsUseZeroAsUnknown
 Flag indicating that the zero is used as unknown value. More...
 
float buildingFloorHeight = 3.5f
 Height of the floor. More...
 
int buildingGenerator = 0
 Index of building generator. 0 - Built-in 1 - BuildR 2 - BuildR2 3 - Instantiate prefabs More...
 
RealWorldTerrainRangeI buildingFloorLimits = new RealWorldTerrainRangeI(5, 7, 1, 50)
 Range the number of floors buildings. More...
 
List< RealWorldTerrainBuildingMaterialbuildingMaterials
 List of buildings materials. More...
 
List< RealWorldTerrainBuildingPrefab > buildingPrefabs
 List of prefabs to instantiate More...
 
bool buildingUseColorTags = true
 Use colors from OSM? More...
 
RealWorldTerrainBuildR2Collider buildRCollider = RealWorldTerrainBuildR2Collider.none
 Type of collider for BuildR buildings. More...
 
RealWorldTerrainBuildR2RenderMode buildRRenderMode = RealWorldTerrainBuildR2RenderMode.full
 Render mode for BuildR buildings. More...
 
int controlTextureResolution = 512
 Resolution of control texture. More...
 
int customBuildRGeneratorStyle = 0
 Instance ID of BuildR generator style. More...
 
int customBuildRGeneratorTexturePack = 0
 Instance ID of BuildR generator texture pack. More...
 
RealWorldTerrainBuildRPresetsItem [] customBuildRPresets
 Array of BuildR presets. More...
 
float depthSharpness = 0
 Escarpment of the seabed. Greater value - steeper slope. More...
 
int detailResolution = 2048
 The resolution of the map that controls grass and detail meshes.
For performance reasons (to save on draw calls) the lower you set this number the better. More...
 
RealWorldTerrainElevationProvider elevationProvider = RealWorldTerrainElevationProvider.SRTM
 Elevation provider. More...
 
bool erSnapToTerrain = true
 EasyRoads3D SnapToTerrain More...
 
RealWorldTerrainRoadTypeMode roadTypeMode = RealWorldTerrainRoadTypeMode.simple
 The mode of generation of road types More...
 
Vector3 fixedTerrainSize = new Vector3(500, 600, 500)
 The fixed size of terrain.
X - Terrain Width
Y - Terrain Height
Z - Terrain Length More...
 
int gaiaStampResolution = 1024
 The resolution of GAIA stamp More...
 
bool generateUnderWater
 Generate unknown underwater areas based on known data More...
 
int grassDensity = 100
 Density of grass. More...
 
string grassEngine
 Grass engine ID. More...
 
List< Texture2D > grassPrefabs
 List of grass textures. More...
 
int heightmapResolution = 129
 The HeightMap resolution for each Terrain. More...
 
bool ignoreSRTMErrors
 Errors of SRTM should be ignored? More...
 
string mapTypeID
 Texture type ID. More...
 
string mapTypeExtraFields
 Texture type extra fields. More...
 
RealWorldTerrainMaxElevation maxElevationType = RealWorldTerrainMaxElevation.autoDetect
 Type of max elevation value. More...
 
int maxTextureLevel
 The maximum level of zoom, to be used for texture generation.
0 - Autodetect.
1+ - Level of zoom. More...
 
short nodataValue
 Elevation value when there is no data. More...
 
List< RealWorldTerrainPOIPOI
 List of points of interest. More...
 
RealWorldTerrainByteOrder rawByteOrder = RealWorldTerrainByteOrder.Windows
 The order of bytes in a RAW file. More...
 
string rawFilename = "terrain"
 Filename of RAW result More...
 
int rawHeight = 1024
 Height of RAW result More...
 
int rawWidth = 1024
 Width of RAW result More...
 
RealWorldTerrainRawType rawType = RealWorldTerrainRawType.RAW
 Type of RAW result More...
 
bool reduceTextures = true
 Reducing the size of the texture, reduces the time texture generation and memory usage. More...
 
int resolutionPerPatch = 16
 Specifies the size in pixels of each individually rendered detail patch.
A larger number reduces draw calls, but might increase triangle count since detail patches are culled on a per batch basis.
A recommended value is 16.
If you use a very large detail object distance and your grass is very sparse, it makes sense to increase the value. More...
 
RealWorldTerrainResultType resultType = RealWorldTerrainResultType.terrain
 Type of result (terrain, mesh). More...
 
string roadEngine
 Name of road engine. More...
 
RealWorldTerrainRoadType roadTypes = (RealWorldTerrainRoadType)(~0)
 Types of roads that will be created. More...
 
int sizeType = 0
 Specifies whether the projection will be determined by the size of the area.
0 - Real world sizes.
1 - Mercator sizes.
2 - Fixed size. More...
 
Material splineBendMaterial
 The material that will be used to SplineBend roads. More...
 
Mesh splineBendMesh
 The mesh that will be used to SplineBend roads. More...
 
Vector3 terrainScale = Vector3.one
 Scale of terrains. More...
 
RealWorldTerrainVector2i textureCount = RealWorldTerrainVector2i.one
 Count of textures. More...
 
string title
 Title More...
 
RealWorldTerrainTextureFileType textureFileType = RealWorldTerrainTextureFileType.jpg
 Type of texture file output More...
 
int textureFileQuality = 100
 Quality of file output More...
 
RealWorldTerrainTextureProvider textureProvider = RealWorldTerrainTextureProvider.virtualEarth
 Provider of textires. More...
 
string textureProviderURL = "http://localhost/tiles/{zoom}/{x}/{y}"
 URL pattern of custom texture provider. More...
 
RealWorldTerrainVector2i textureSize = new RealWorldTerrainVector2i(1024, 1024)
 Size of texture. More...
 
RealWorldTerrainTextureType textureType = RealWorldTerrainTextureType.satellite
 Type of tile texture. More...
 
int treeDensity = 100
 Density of trees. More...
 
List< GameObject > treePrefabs
 List of tree prefabs. More...
 
RealWorldTerrainVolumeGrassOutsidePoints volumeGrassOutsidePoints
 What to do with outside points for VolumeGrass? More...
 

Detailed Description

Basic settings generation of terrain.

Member Data Documentation

◆ baseMapResolution

int InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.baseMapResolution = 1024

Resolution of the base map used for rendering far patches on the terrain.

◆ bingMapsUseZeroAsUnknown

bool InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.bingMapsUseZeroAsUnknown

Flag indicating that the zero is used as unknown value.

◆ buildingFloorHeight

float InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.buildingFloorHeight = 3.5f

Height of the floor.

◆ buildingFloorLimits

RealWorldTerrainRangeI InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.buildingFloorLimits = new RealWorldTerrainRangeI(5, 7, 1, 50)

Range the number of floors buildings.

◆ buildingGenerator

int InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.buildingGenerator = 0

Index of building generator. 0 - Built-in 1 - BuildR 2 - BuildR2 3 - Instantiate prefabs

◆ buildingMaterials

List<RealWorldTerrainBuildingMaterial> InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.buildingMaterials

List of buildings materials.

◆ buildingPrefabs

List<RealWorldTerrainBuildingPrefab> InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.buildingPrefabs

List of prefabs to instantiate

◆ buildingUseColorTags

bool InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.buildingUseColorTags = true

Use colors from OSM?

◆ buildRCollider

RealWorldTerrainBuildR2Collider InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.buildRCollider = RealWorldTerrainBuildR2Collider.none

Type of collider for BuildR buildings.

◆ buildRRenderMode

RealWorldTerrainBuildR2RenderMode InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.buildRRenderMode = RealWorldTerrainBuildR2RenderMode.full

Render mode for BuildR buildings.

◆ controlTextureResolution

int InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.controlTextureResolution = 512

Resolution of control texture.

◆ customBuildRGeneratorStyle

int InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.customBuildRGeneratorStyle = 0

Instance ID of BuildR generator style.

◆ customBuildRGeneratorTexturePack

int InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.customBuildRGeneratorTexturePack = 0

Instance ID of BuildR generator texture pack.

◆ customBuildRPresets

RealWorldTerrainBuildRPresetsItem [] InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.customBuildRPresets

Array of BuildR presets.

◆ depthSharpness

float InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.depthSharpness = 0

Escarpment of the seabed. Greater value - steeper slope.

◆ detailResolution

int InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.detailResolution = 2048

The resolution of the map that controls grass and detail meshes.
For performance reasons (to save on draw calls) the lower you set this number the better.

◆ elevationProvider

RealWorldTerrainElevationProvider InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.elevationProvider = RealWorldTerrainElevationProvider.SRTM

Elevation provider.

◆ erSnapToTerrain

bool InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.erSnapToTerrain = true

EasyRoads3D SnapToTerrain

◆ fixedTerrainSize

Vector3 InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.fixedTerrainSize = new Vector3(500, 600, 500)

The fixed size of terrain.
X - Terrain Width
Y - Terrain Height
Z - Terrain Length

◆ gaiaStampResolution

int InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.gaiaStampResolution = 1024

The resolution of GAIA stamp

◆ generateUnderWater

bool InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.generateUnderWater

Generate unknown underwater areas based on known data

◆ grassDensity

int InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.grassDensity = 100

Density of grass.

◆ grassEngine

string InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.grassEngine

Grass engine ID.

◆ grassPrefabs

List<Texture2D> InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.grassPrefabs

List of grass textures.

◆ heightmapResolution

int InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.heightmapResolution = 129

The HeightMap resolution for each Terrain.

◆ ignoreSRTMErrors

bool InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.ignoreSRTMErrors

Errors of SRTM should be ignored?

◆ mapTypeExtraFields

string InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.mapTypeExtraFields

Texture type extra fields.

◆ mapTypeID

string InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.mapTypeID

Texture type ID.

◆ maxElevationType

RealWorldTerrainMaxElevation InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.maxElevationType = RealWorldTerrainMaxElevation.autoDetect

Type of max elevation value.

◆ maxTextureLevel

int InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.maxTextureLevel

The maximum level of zoom, to be used for texture generation.
0 - Autodetect.
1+ - Level of zoom.

◆ nodataValue

short InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.nodataValue

Elevation value when there is no data.

◆ POI

List<RealWorldTerrainPOI> InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.POI

List of points of interest.

◆ rawByteOrder

RealWorldTerrainByteOrder InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.rawByteOrder = RealWorldTerrainByteOrder.Windows

The order of bytes in a RAW file.

◆ rawFilename

string InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.rawFilename = "terrain"

Filename of RAW result

◆ rawHeight

int InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.rawHeight = 1024

Height of RAW result

◆ rawType

RealWorldTerrainRawType InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.rawType = RealWorldTerrainRawType.RAW

Type of RAW result

◆ rawWidth

int InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.rawWidth = 1024

Width of RAW result

◆ reduceTextures

bool InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.reduceTextures = true

Reducing the size of the texture, reduces the time texture generation and memory usage.

◆ resolutionPerPatch

int InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.resolutionPerPatch = 16

Specifies the size in pixels of each individually rendered detail patch.
A larger number reduces draw calls, but might increase triangle count since detail patches are culled on a per batch basis.
A recommended value is 16.
If you use a very large detail object distance and your grass is very sparse, it makes sense to increase the value.

◆ resultType

RealWorldTerrainResultType InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.resultType = RealWorldTerrainResultType.terrain

Type of result (terrain, mesh).

◆ roadEngine

string InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.roadEngine

Name of road engine.

◆ roadTypeMode

RealWorldTerrainRoadTypeMode InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.roadTypeMode = RealWorldTerrainRoadTypeMode.simple

The mode of generation of road types

◆ roadTypes

RealWorldTerrainRoadType InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.roadTypes = (RealWorldTerrainRoadType)(~0)

Types of roads that will be created.

◆ sizeType

int InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.sizeType = 0

Specifies whether the projection will be determined by the size of the area.
0 - Real world sizes.
1 - Mercator sizes.
2 - Fixed size.

◆ splineBendMaterial

Material InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.splineBendMaterial

The material that will be used to SplineBend roads.

◆ splineBendMesh

Mesh InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.splineBendMesh

The mesh that will be used to SplineBend roads.

◆ terrainScale

Vector3 InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.terrainScale = Vector3.one

Scale of terrains.

◆ textureCount

RealWorldTerrainVector2i InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.textureCount = RealWorldTerrainVector2i.one

Count of textures.

◆ textureFileQuality

int InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.textureFileQuality = 100

Quality of file output

◆ textureFileType

RealWorldTerrainTextureFileType InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.textureFileType = RealWorldTerrainTextureFileType.jpg

Type of texture file output

◆ textureProvider

RealWorldTerrainTextureProvider InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.textureProvider = RealWorldTerrainTextureProvider.virtualEarth

Provider of textires.

◆ textureProviderURL

string InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.textureProviderURL = "http://localhost/tiles/{zoom}/{x}/{y}"

URL pattern of custom texture provider.

◆ textureSize

RealWorldTerrainVector2i InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.textureSize = new RealWorldTerrainVector2i(1024, 1024)

Size of texture.

◆ textureType

RealWorldTerrainTextureType InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.textureType = RealWorldTerrainTextureType.satellite

Type of tile texture.

◆ title

string InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.title

Title

◆ treeDensity

int InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.treeDensity = 100

Density of trees.

◆ treePrefabs

List<GameObject> InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.treePrefabs

List of tree prefabs.

◆ volumeGrassOutsidePoints

RealWorldTerrainVolumeGrassOutsidePoints InfinityCode.RealWorldTerrain.RealWorldTerrainPrefsBase.volumeGrassOutsidePoints

What to do with outside points for VolumeGrass?