Class Sdf
  
  Low-level interface for CPU-based SDF evaluation. Used by renderers internally. Tinker at your own risk.
 
  
  
  
  Assembly: cs.temp.dll.dll
  Syntax
  
  Methods
  
  
  
  
  EvaluateNormal(Boolean, MudRendererBase, NativeArray<Vector3>, NativeArray<Sdf.Result>, NativeArray<SdfBrush>, Int32, NativeArray<SdfBrushMaterial>, NativeArray<AabbTree<MudBrushBase>.NodePod>, Int32, Single, Single, Single)
  Evaluate SDF normals (normalized gradients).
 
  
  Declaration
  
    public static Sdf.EvalJobHandle EvaluateNormal(bool async, MudRendererBase renderer, NativeArray<Vector3> samples, NativeArray<Sdf.Result> results, NativeArray<SdfBrush> aBrush, int numBrushes, NativeArray<SdfBrushMaterial> aMaterial, NativeArray<AabbTree<MudBrushBase>.NodePod> tree, int iRoot, float maxDistance, float surfaceShift, float h)
   
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  Evaluate raycasts against SDF zero isosurface.
 
  
  Declaration
  
    public static Sdf.EvalJobHandle EvaluateRaycast(bool async, MudRendererBase renderer, NativeArray<Sdf.Ray> casts, NativeArray<Sdf.Contact> results, float castMargin, NativeArray<SdfBrush> aBrush, int numBrushes, NativeArray<SdfBrushMaterial> aMaterial, NativeArray<AabbTree<MudBrushBase>.NodePod> tree, int iRoot, bool computeMaterials, int maxSteps, float surfaceShift, bool forceZeroBlendUnion)
   
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  Declaration
  
    public static Sdf.EvalJobHandle EvaluateRaycastChain(bool async, MudRendererBase renderer, NativeArray<Vector3> castChain, NativeArray<Sdf.Contact> contact, float castMargin, NativeArray<SdfBrush> aBrush, int numBrushes, NativeArray<SdfBrushMaterial> aMaterial, NativeArray<AabbTree<MudBrushBase>.NodePod> tree, int iRoot, bool computeMaterials, int maxSteps, float surfaceShift)
   
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  EvaluateSdf(Boolean, MudRendererBase, NativeArray<Vector3>, NativeArray<Sdf.Result>, NativeArray<SdfBrush>, Int32, NativeArray<SdfBrushMaterial>, NativeArray<AabbTree<MudBrushBase>.NodePod>, Int32, Single, Boolean, Single)
  
  
  Declaration
  
    public static Sdf.EvalJobHandle EvaluateSdf(bool async, MudRendererBase renderer, NativeArray<Vector3> samples, NativeArray<Sdf.Result> results, NativeArray<SdfBrush> aBrush, int numBrushes, NativeArray<SdfBrushMaterial> aMaterial, NativeArray<AabbTree<MudBrushBase>.NodePod> tree, int iRoot, float maxDistance, bool computeMaterials, float surfaceShift)
   
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  EvaluateSdfAndNormal(Boolean, MudRendererBase, NativeArray<Vector3>, NativeArray<Sdf.Result>, NativeArray<SdfBrush>, Int32, NativeArray<SdfBrushMaterial>, NativeArray<AabbTree<MudBrushBase>.NodePod>, Int32, Single, Boolean, Single, Single)
  Evaluate SDF values and normals (normalized gradients) simultaneously. More efficient than evaluating separately.
 
  
  Declaration
  
    public static Sdf.EvalJobHandle EvaluateSdfAndNormal(bool async, MudRendererBase renderer, NativeArray<Vector3> samples, NativeArray<Sdf.Result> sdfResults, NativeArray<SdfBrush> aBrush, int numBrushes, NativeArray<SdfBrushMaterial> aMaterial, NativeArray<AabbTree<MudBrushBase>.NodePod> tree, int iRoot, float maxDistance, bool computeMaterials, float surfaceShift, float h)
   
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  Snap points to closest SDF zero isosurface.
 
  
  Declaration
  
    public static Sdf.EvalJobHandle EvaluateSnapToSurface(bool async, MudRendererBase renderer, NativeArray<Vector3> samples, NativeArray<Sdf.Contact> results, float castMargin, NativeArray<SdfBrush> aBrush, int numBrushes, NativeArray<SdfBrushMaterial> aMaterial, NativeArray<AabbTree<MudBrushBase>.NodePod> tree, int iRoot, bool computeMaterials, float maxSurfaceDistance, int maxSteps, float surfaceShift)
   
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