class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectOcTreeNode<T,D> OcTree<T,D>
protected Func<T,Vector3> _getPosition<>():Func<T,Vector3> protected
protected Func<List<T>,List<T>> _combinePoints<>():Func<List<T>,List<T>> protected
protected Func<List<T>,List<T>,float,List<T>> _smoothPoints<>():Func<List<T>,List<T>,float,List<T>> protected
protected Vector3 _min<>():Vector3 protected
protected Vector3 _max<>():Vector3 protected
protected float _rootCellSize<>():float protected
protected int _maxDepth<>():int protected
public OcTree<T,D> OcTree<T,D><>( Func<T,Vector3> getPosition=, getPosition:Func<T,Vector3>=, Vector3 min=, min:Vector3=, Vector3 max=, max:Vector3=, float rootCellSize=, rootCellSize:float=, int maxDepth=, maxDepth:int=, ):OcTree<T,D> public
public OcTree<T,D> OcTree<T,D><>( Vector3 center=, center:Vector3=, float rootCellSize=, rootCellSize:float=, int maxDepth=, maxDepth:int=, ):OcTree<T,D> public
public int get_maxDepth<>():int public
public Void SetCombiner<>( Func<List<T>,List<T>> combinePoints=, combinePoints:Func<List<T>,List<T>>=, ):Void public
public Void SetSmoother<>( Func<List<T>,List<T>,float,List<T>> smoothPoints=, smoothPoints:Func<List<T>,List<T>,float,List<T>>=, ):Void public
public List<T> CombinePoints<>( List<T> values=, values:List<T>=, ):List<T> public
public List<T> SmoothPoints<>( List<T> targetValues=, targetValues:List<T>=, List<T> sourceSmoothing=, sourceSmoothing:List<T>=, float amount=, amount:float=, ):List<T> public
public List<OcTreeCell<T,D>> get_rootCells<>():List<OcTreeCell<T,D>> public
public bool Insert<>( List<T> data=, data:List<T>=, ):bool public
public List<T> GetInsideBox<>( Box3 box=, box:Box3=, List<T> list=, list:List<T>=, ):List<T> public
public List<T> GetInsideBoxWithDuplicates<>( Box3 box=, box:Box3=, List<T> list=, list:List<T>=, ):List<T> public
public bool Insert<>( T data=, data:T=, ):bool public
public Void BoxInsert<>( T data=, data:T=, Box3 box=, box:Box3=, ):Void public
public int GetLevelForSize<>( float size=, size:float=, ):int public
public float GetSizeForLevel<>( int level=, level:int=, ):float public
public Void CombineUntilSize<>( float size=, size:float=, ):Void public
public Void CombineUntilLevel<>( int minLevel=, minLevel:int=, float smoothDown=, smoothDown:float=, ):Void public
public MapList<int,OcTreeCell<T,D>> GetLevelMap<>():MapList<int,OcTreeCell<T,D>> public
public Vector3I PositionToRootIndex<>( Vector3 position=, position:Vector3=, ):Vector3I public
public Vector3 GetPosition<>( T data=, data:T=, ):Vector3 public
public OcTreeCell<T,D> GetRootCell<>( Vector3 position=, position:Vector3=, ):OcTreeCell<T,D> public
public OcTreeCell<T,D> GetRootCellByRootIndex<>( Vector3I rootCellIndex=, rootCellIndex:Vector3I=, ):OcTreeCell<T,D> public



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