public sealed class LoadingBlueprint
Defines a loading blueprint, which is a collection of one or more loading patterns.
Loading Patterns are used in conjuction with the Player's position to determine which
cells should be
loaded at any given time.
Loading Blueprints are defined within
Loading Blueprint Repositories,
which offer a single access point for multiple
loading blueprints. The repository simplifies the process of switching loading blueprints
at runtime (which has many uses,
not least of which is increasing performance or graphics fidelity to target the player's
hardware [either automatically or by
allowing the player to adjust graphics settings in a menu]). Without the repository,
saving changes to loading blueprints
at runtime (using save data) would be much more difficult.
Each Active Grid can be assigned a Loading Blueprint Repositories.
You can then choose a default Loading Blueprint for each Active Grid Grouping to use.
Name | Type | Description |
---|---|---|
InnerAreaColumns | int |
Gets the number of inner area columns in the Loading Blueprint. |
InnerAreaLayers | int |
Gets the number of inner area layers in the Loading Blueprint. Only valid when the loading blueprint is 3D. |
InnerAreaRows | int |
Gets the number of inner area rows in the Loading Blueprint. |
Is3D | bool |
Gets a value indicating whether the Loading Blueprint has cells on all three dimensions (X, Y, and Z). 3D Blueprints can only be used with Active Grid Groupings synced to 3D World Groupings, while 2D Blueprints can only be used with Active Grid Groupings synced to 2D World Groupings. |
LoadingBlueprintType | LoadingBlueprintType |
Gets the loading blueprint type of this loading blueprint. |
MaxLevelsOfDetail | int |
Gets the maximum number of LODs used by this loading blueprint. Some individual Loading Patterns may have less LODs than this value. |
Name | string |
Gets the name of the Loading Blueprint. |
RepositoryID | int |
Gets the repository index of the Loading Blueprint, which is assigned to the Blueprint
when it is added to the repository and will
never change so long as the Blueprint is not removed from the repository.
|
SectionColumns | int |
Gets the number of sectional columns in the Loading Blueprint. Only valid when the loading blueprint type is Uniform Sectioned |
SectionLayers | int |
Gets the number of sectional layers in the Loading Blueprint. Only valid when the loading blueprint type is Uniform Sectioned and the blueprint is 3D. |
SectionRows | int |
Gets the number of sectional rows in the Loading Blueprint. Only valid when the loading blueprint type is Uniform Sectioned |
public void GetCells(Cell patternKey, Cell firstCellInInnerArea, ICollection>LODCell< cells)
Gets the Cells for the given loading pattern (using patternKey). Note that internally
the loading pattern Cells are just a
collection of offsets from the first Cell in the inner area of the loading pattern.
Therefore, in order to get a collection of
useful cells that corresponds to the World, it is necessary to
provide the value of the first cell in the inner area.
Name | Type | Description |
---|---|---|
patternKey | Cell |
The Cell that identifies the loading pattern to get Cells for. If using a Uniform
Ring or Uniform Custom Shape Blueprint, this value is
ignored, as there is only a single default loading pattern to choose from.
|
firstCellInInnerArea | Cell |
The value of the first cell in the inner area of the loading pattern identified by
patternKey. Used to assign real world
values to the cells, because otherwise they are just offsets. If you want the raw
offset values, simply pass in Cell.Zero.
|
cells | ICollection>LODCell< |
The collection of LOD Cells which this method will add the cells to. Used to save on memory, as you can reuse the same collection (clearing before hand of course) before calling the method. Note that use of the ActiveGrid.GetRegisteredActiveCells method automatically clears the collection if it is not empty, so you don't have to. The collection can be any type that implements the ICollection<LODCell> interface, such as a lists or hash set. |