• Scripting API
Search Results for

    Show / Hide Table of Contents
    • MudBun
      • MudBrushBase
      • MudDistortion
      • MudModifier
      • MudRenderer
      • MudRenderer.MeshGenerated
      • MudSolid
      • RegisterSdfBrushEvalFuncAttribute
      • Sdf
      • Sdf.Contact
      • Sdf.EvalJobHandle
      • Sdf.Ray
      • Sdf.Result
      • Sdf.SdfBrushEvalFunc
      • SdfBrush
      • SdfBrushMaterial

    Class Sdf

    Low-level interface for CPU-based SDF evaluation. Used by renderers internally. Tinker at your own risk.

    Inheritance
    Object
    Sdf
    Namespace: MudBun
    Assembly: cs.temp.dll.dll
    Syntax
    public static class Sdf

    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)
    Parameters
    Type Name Description
    Boolean async
    MudRendererBase renderer
    NativeArray<Vector3> samples
    NativeArray<Sdf.Result> results
    NativeArray<SdfBrush> aBrush
    Int32 numBrushes
    NativeArray<SdfBrushMaterial> aMaterial
    NativeArray<AabbTree.NodePod<>> tree
    Int32 iRoot
    Single maxDistance
    Single surfaceShift
    Single h
    Returns
    Type Description
    Sdf.EvalJobHandle

    EvaluateRaycast(Boolean, MudRendererBase, NativeArray<Sdf.Ray>, NativeArray<Sdf.Contact>, Single, NativeArray<SdfBrush>, Int32, NativeArray<SdfBrushMaterial>, NativeArray<AabbTree<MudBrushBase>.NodePod>, Int32, Boolean, Int32, Single, Boolean)

    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)
    Parameters
    Type Name Description
    Boolean async
    MudRendererBase renderer
    NativeArray<Sdf.Ray> casts
    NativeArray<Sdf.Contact> results
    Single castMargin
    NativeArray<SdfBrush> aBrush
    Int32 numBrushes
    NativeArray<SdfBrushMaterial> aMaterial
    NativeArray<AabbTree.NodePod<>> tree
    Int32 iRoot
    Boolean computeMaterials
    Int32 maxSteps
    Single surfaceShift
    Boolean forceZeroBlendUnion
    Returns
    Type Description
    Sdf.EvalJobHandle

    EvaluateRaycastChain(Boolean, MudRendererBase, NativeArray<Vector3>, NativeArray<Sdf.Contact>, Single, NativeArray<SdfBrush>, Int32, NativeArray<SdfBrushMaterial>, NativeArray<AabbTree<MudBrushBase>.NodePod>, Int32, Boolean, Int32, Single)

    Evaluate raycast chains.

    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)
    Parameters
    Type Name Description
    Boolean async
    MudRendererBase renderer
    NativeArray<Vector3> castChain
    NativeArray<Sdf.Contact> contact
    Single castMargin
    NativeArray<SdfBrush> aBrush
    Int32 numBrushes
    NativeArray<SdfBrushMaterial> aMaterial
    NativeArray<AabbTree.NodePod<>> tree
    Int32 iRoot
    Boolean computeMaterials
    Int32 maxSteps
    Single surfaceShift
    Returns
    Type Description
    Sdf.EvalJobHandle

    EvaluateSdf(Boolean, MudRendererBase, NativeArray<Vector3>, NativeArray<Sdf.Result>, NativeArray<SdfBrush>, Int32, NativeArray<SdfBrushMaterial>, NativeArray<AabbTree<MudBrushBase>.NodePod>, Int32, Single, Boolean, Single)

    Evaluate SDF values.

    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)
    Parameters
    Type Name Description
    Boolean async
    MudRendererBase renderer
    NativeArray<Vector3> samples
    NativeArray<Sdf.Result> results
    NativeArray<SdfBrush> aBrush
    Int32 numBrushes
    NativeArray<SdfBrushMaterial> aMaterial
    NativeArray<AabbTree.NodePod<>> tree
    Int32 iRoot
    Single maxDistance
    Boolean computeMaterials
    Single surfaceShift
    Returns
    Type Description
    Sdf.EvalJobHandle

    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)
    Parameters
    Type Name Description
    Boolean async
    MudRendererBase renderer
    NativeArray<Vector3> samples
    NativeArray<Sdf.Result> sdfResults
    NativeArray<SdfBrush> aBrush
    Int32 numBrushes
    NativeArray<SdfBrushMaterial> aMaterial
    NativeArray<AabbTree.NodePod<>> tree
    Int32 iRoot
    Single maxDistance
    Boolean computeMaterials
    Single surfaceShift
    Single h
    Returns
    Type Description
    Sdf.EvalJobHandle

    EvaluateSnapToSurface(Boolean, MudRendererBase, NativeArray<Vector3>, NativeArray<Sdf.Contact>, Single, NativeArray<SdfBrush>, Int32, NativeArray<SdfBrushMaterial>, NativeArray<AabbTree<MudBrushBase>.NodePod>, Int32, Boolean, Single, Int32, Single)

    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)
    Parameters
    Type Name Description
    Boolean async
    MudRendererBase renderer
    NativeArray<Vector3> samples
    NativeArray<Sdf.Contact> results
    Single castMargin
    NativeArray<SdfBrush> aBrush
    Int32 numBrushes
    NativeArray<SdfBrushMaterial> aMaterial
    NativeArray<AabbTree.NodePod<>> tree
    Int32 iRoot
    Boolean computeMaterials
    Single maxSurfaceDistance
    Int32 maxSteps
    Single surfaceShift
    Returns
    Type Description
    Sdf.EvalJobHandle
    ☀
    ☾
    In This Article
    Back to top
    Generated by DocFX
    ☀
    ☾