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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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