| TerrainRoadLayerClampTerrainToRoad Method |
Clamps the terrain height to the road ("carves the road into the terrain").
Namespace: DigitalRune.GraphicsAssembly: DigitalRune.Graphics (in DigitalRune.Graphics.dll) Version: 1.2.0.0 (1.2.1.14562)
Syntax public static void ClampTerrainToRoad(
HeightField terrain,
Path3F road,
float defaultWidth,
float defaultSideFalloff,
int maxNumberOfIterations,
float tolerance
)
Public Shared Sub ClampTerrainToRoad (
terrain As HeightField,
road As Path3F,
defaultWidth As Single,
defaultSideFalloff As Single,
maxNumberOfIterations As Integer,
tolerance As Single
)
public:
static void ClampTerrainToRoad(
HeightField^ terrain,
Path3F^ road,
float defaultWidth,
float defaultSideFalloff,
int maxNumberOfIterations,
float tolerance
)
static member ClampTerrainToRoad :
terrain : HeightField *
road : Path3F *
defaultWidth : float32 *
defaultSideFalloff : float32 *
maxNumberOfIterations : int *
tolerance : float32 -> unit
Parameters
- terrain
- Type: DigitalRune.Geometry.ShapesHeightField
The terrain represented by a HeightField. - road
- Type: DigitalRune.Mathematics.InterpolationPath3F
The path that represents the road. - defaultWidth
- Type: SystemSingle
The default road width. - defaultSideFalloff
- Type: SystemSingle
The default side falloff. - maxNumberOfIterations
- Type: SystemInt32
The maximum number of iterations (used when tessellating the path).
- tolerance
- Type: SystemSingle
The tolerance in world space units (used when tessellating the path).
Exceptions Remarks
A road is defined by the specified 3D path. The path keys can be of type
TerrainRoadPathKey. This allows to add additional information to the path,
like varying road Width and
SideFalloff. If the path keys are of any
other PathKey3F type, the defaultWidth and
defaultSideFalloff are used.
The heights of the given height field are adjusted to the road height - the road is
"carved" into the terrain. At the side of the roads the terrain heights fall off smoothly
to the existing terrain heights. The influence range on each side is defined by the
SideFalloff in the TerrainRoadPathKeys or
by the defaultSideFalloff.
See Also