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class MeshBuilderStandard

(Niantic.Lightship.Maps.Builders.Standard.MeshBuilderStandard)

Overview

class MeshBuilderStandard:
Niantic.Lightship.Maps.Builders.MeshBuilderBase,
Niantic.Lightship.Maps.Builders.Standard.IMeshBuilderStandard {
public:
// methods

virtual abstract void Build(IMapTile mapTile, MeshFilter meshFilter) = 0;
};

// direct descendants

class AreaFeatureBuilder;
class GroundBuilder;
class LinearFeatureBuilder;
class StructureFeatureBuilder;

Inherited Members

public:
// fields

int MinLOD => _minLOD;
int MaxLOD => _maxLOD;

// properties

Guid Id;
int MinLOD;
int MaxLOD;
Guid Id;

// methods

virtual void Initialize(ILightshipMapView lightshipMapView);
MeshFilter CreateMeshComponents(IMapTileObject mapTileObject);
void Release(MeshFilter meshFilter);
MeshFilter CreateMeshComponents(IMapTileObject mapTileObject);
virtual void Release(MeshFilter meshFilter);
void Build(IMapTile mapTile, MeshFilter meshFilter);

```cs
protected:
// fields

string BuilderName => _builderName.NullIfEmptyOrWhitespace() ?? name;
LayerKind Layer => _mapLayer;
List<FeatureKind> Features => _features;
Material[] _materials;

// properties

Vector3 ZOffset;

// methods

static void SetMeshForFilter(Mesh mesh, MeshFilter meshFilter);

Detailed Documentation

Methods

Build

virtual abstract void Build(IMapTile mapTile, MeshFilter meshFilter) = 0

Called when a maptile is added to the scene. This method generates meshes for a specific set of maptile features.