Clase de motor
Terrain
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Resumen
Propiedades
MaterialColors:BinaryString |
Métodos
Miembros heredados
105 heredado de BasePart
4 heredado de PVInstance
57 heredado de Instance
6 heredado de Object
Referencia API
Propiedades
IsSmooth
MaterialColors
Terrain.MaterialColors:BinaryString
Métodos
AutowedgeCell
AutowedgeCells
CellCenterToWorld
CellCornerToWorld
Clear
Terrain:Clear():()
Devuelve
()
ConvertToSmooth
CopyRegion
Parámetros
Devuelve
Muestras de código
Terrain:CopyRegion()
local terrainRegion = workspace.Terrain:CopyRegion(workspace.Terrain.MaxExtents)
workspace.Terrain:Clear()
task.wait(5)
workspace.Terrain:PasteRegion(terrainRegion, workspace.Terrain.MaxExtents.Min, true)FillBall
Parámetros
Devuelve
()
FillBlock
Parámetros
Devuelve
()
FillCylinder
Parámetros
Devuelve
()
FillRegion
Parámetros
Devuelve
()
FillWedge
Parámetros
Devuelve
()
GetCell
GetMaterialColor
Parámetros
Devuelve
GetWaterCell
PasteRegion
Parámetros
Devuelve
()
Muestras de código
Crear, Copiar y Pegar Terreno
local Terrain = workspace.Terrain
-- Crea una región de terreno simple
local initialRegion = Region3.new(Vector3.zero, Vector3.one * 10)
Terrain:FillRegion(initialRegion, 4, Enum.Material.Grass)
-- Copia la región
local copyRegion = Region3int16.new(Vector3int16.new(0, 0, 0), Vector3int16.new(10, 10, 10))
local copiedRegion = Terrain:CopyRegion(copyRegion)
-- Define dónde pegar la región
local newRegionCorner = Vector3int16.new(5, 0, 0)
-- Pega la región
Terrain:PasteRegion(copiedRegion, newRegionCorner, true)ReadVoxelChannels
Devuelve
Muestras de código
Terreno:LeerCanalesVoxeles()
local REGION_START = Vector3.new(-20, -20, -20)
local REGION_END = Vector3.new(20, 20, 20)
local function printRegion(terrain, region)
local channelOutput = terrain:ReadVoxelChannels(region, 4, { "OcupaciónSólida", "MaterialSólido", "OcupaciónLíquida" })
local size = channelOutput.Size
for x = 1, size.X do
for y = 1, size.Y do
for z = 1, size.Z do
print(
("(%2i, %2i, %2i): %.2f %s %.2f"):format(
x,
y,
z,
channelOutput.SolidOccupancy[x][y][z],
channelOutput.SolidMaterial[x][y][z].Name,
channelOutput.LiquidOccupancy[x][y][z]
)
)
end
end
end
end
local region = Region3.new(REGION_START, REGION_END)
printRegion(workspace.Terrain, region)ReadVoxels
Devuelve
Muestras de código
Terreno:LeerVóxeles()
local REGION_START = Vector3.new(-20, -20, -20)
local REGION_END = Vector3.new(20, 20, 20)
local function printRegion(terrain, region)
local materials, occupancies = terrain:ReadVoxels(region, 4)
local size = materials.Size -- Igual que occupancies.Size
for x = 1, size.X, 1 do
for y = 1, size.Y, 1 do
for z = 1, size.Z, 1 do
print(("(%2i, %2i, %2i): %.2f %s"):format(x, y, z, occupancies[x][y][z], materials[x][y][z].Name))
end
end
end
end
local region = Region3.new(REGION_START, REGION_END)
printRegion(workspace.Terrain, region)ReplaceMaterial
Terrain:ReplaceMaterial(
):()
Parámetros
Devuelve
()
Muestras de código
Terreno:ReemplazarMaterial
local terrain = workspace.Terrain
local region = Region3.new(Vector3.new(-20, -20, -20), Vector3.new(20, 20, 20))
local resolution = 4
local materialToReplace = Enum.Material.Grass
local replacementMaterial = Enum.Material.Asphalt
terrain:ReplaceMaterial(region, resolution, materialToReplace, replacementMaterial)SetCell
SetCells
SetMaterialColor
Parámetros
Devuelve
()
SetWaterCell
WorldToCellPreferEmpty
WorldToCellPreferSolid
WriteVoxelChannels
Parámetros
Devuelve
()
Muestras de código
Terreno:EscribirCanalesDeVoxel()
local region = Region3.new(Vector3.new(0, 0, 0), Vector3.new(64, 32, 64))
local RESOLUTION = 4
local OCC_EPSILON = 1 / 256
local function generateRandomTerrainInRegion(regionInput)
local region = regionInput:ExpandToGrid(4)
local size = region.Size / 4
local solidMaterials = {}
local solidOccupancies = {}
local waterOcc = {}
for x = 1, size.X do
table.insert(solidMaterials, {})
table.insert(solidOccupancies, {})
table.insert(waterOcc, {})
for y = 1, size.Y do
table.insert(solidMaterials[x], {})
table.insert(solidOccupancies[x], {})
table.insert(waterOcc[x], {})
for z = 1, size.Z do
local mat = if math.random() < 0.5 then Enum.Material.Air else Enum.Material.Sand
local occ = 0
local water = math.random()
if mat == Enum.Material.Sand then
occ = math.random() / 2 + 0.5
if occ > 1 - OCC_EPSILON then
water = 0 -- Los sólidos no pueden contener agua
end
else
occ = 0
end
table.insert(solidMaterials[x][y], mat)
table.insert(solidOccupancies[x][y], occ)
table.insert(waterOcc[x][y], water)
end
end
end
return { SolidMaterial = solidMaterials, SolidOccupancy = solidOccupancies, LiquidOccupancy = waterOcc }
end
local regionContent = generateRandomTerrainInRegion(region)
workspace.Terrain:WriteVoxelChannels(region, 4, regionContent)WriteVoxels
Devuelve
()
Muestras de código
Terreno:WriteVoxels()
local terrain = workspace.Terrain
local resolution = 4
local region = Region3.new(Vector3.new(0, 0, 0), Vector3.new(16, 28, 20)):ExpandToGrid(resolution)
local materials = {
{
{
Enum.Material.CrackedLava,
Enum.Material.CrackedLava,
Enum.Material.CrackedLava,
Enum.Material.CrackedLava,
Enum.Material.CrackedLava,
},
{ Enum.Material.Rock, Enum.Material.Rock, Enum.Material.Rock, Enum.Material.Rock, Enum.Material.Rock },
{ Enum.Material.Rock, Enum.Material.Rock, Enum.Material.Rock, Enum.Material.Rock, Enum.Material.Rock },
{ Enum.Material.Sand, Enum.Material.Sand, Enum.Material.Sand, Enum.Material.Sand, Enum.Material.Sand },
{ Enum.Material.Sand, Enum.Material.Sand, Enum.Material.Sand, Enum.Material.Sand, Enum.Material.Sand },
{ Enum.Material.Mud, Enum.Material.Mud, Enum.Material.Mud, Enum.Material.Mud, Enum.Material.Mud },
{ Enum.Material.Air, Enum.Material.Air, Enum.Material.Air, Enum.Material.Air, Enum.Material.Air },
},
{
{
Enum.Material.CrackedLava,
Enum.Material.CrackedLava,
Enum.Material.CrackedLava,
Enum.Material.CrackedLava,
Enum.Material.CrackedLava,
},
{ Enum.Material.Rock, Enum.Material.Rock, Enum.Material.Rock, Enum.Material.Rock, Enum.Material.Rock },
{ Enum.Material.Rock, Enum.Material.Rock, Enum.Material.Rock, Enum.Material.Rock, Enum.Material.Rock },
{ Enum.Material.Sand, Enum.Material.Sand, Enum.Material.Sand, Enum.Material.Sand, Enum.Material.Sand },
{ Enum.Material.Sand, Enum.Material.Sand, Enum.Material.Sand, Enum.Material.Sand, Enum.Material.Sand },
{ Enum.Material.Mud, Enum.Material.Snow, Enum.Material.Snow, Enum.Material.Snow, Enum.Material.Mud },
{ Enum.Material.Air, Enum.Material.Snow, Enum.Material.Snow, Enum.Material.Snow, Enum.Material.Air },
},
{
{
Enum.Material.CrackedLava,
Enum.Material.Sand,
Enum.Material.Sand,
Enum.Material.Sand,
Enum.Material.CrackedLava,
},
{ Enum.Material.Rock, Enum.Material.Rock, Enum.Material.Rock, Enum.Material.Rock, Enum.Material.Rock },
{ Enum.Material.Rock, Enum.Material.Rock, Enum.Material.Rock, Enum.Material.Rock, Enum.Material.Rock },
{ Enum.Material.Sand, Enum.Material.Sand, Enum.Material.Sand, Enum.Material.Sand, Enum.Material.Sand },
{ Enum.Material.Sand, Enum.Material.Sand, Enum.Material.Sand, Enum.Material.Sand, Enum.Material.Sand },
{ Enum.Material.Mud, Enum.Material.Snow, Enum.Material.Snow, Enum.Material.Snow, Enum.Material.Mud },
{ Enum.Material.Air, Enum.Material.Snow, Enum.Material.Snow, Enum.Material.Snow, Enum.Material.Air },
},
{
{
Enum.Material.CrackedLava,
Enum.Material.CrackedLava,
Enum.Material.CrackedLava,
Enum.Material.CrackedLava,
Enum.Material.CrackedLava,
},
{ Enum.Material.Rock, Enum.Material.Rock, Enum.Material.Rock, Enum.Material.Rock, Enum.Material.Rock },
{ Enum.Material.Rock, Enum.Material.Rock, Enum.Material.Rock, Enum.Material.Rock, Enum.Material.Rock },
{ Enum.Material.Sand, Enum.Material.Sand, Enum.Material.Sand, Enum.Material.Sand, Enum.Material.Sand },
{ Enum.Material.Sand, Enum.Material.Sand, Enum.Material.Sand, Enum.Material.Sand, Enum.Material.Sand },
{ Enum.Material.Mud, Enum.Material.Mud, Enum.Material.Mud, Enum.Material.Mud, Enum.Material.Mud },
{ Enum.Material.Air, Enum.Material.Air, Enum.Material.Air, Enum.Material.Air, Enum.Material.Air },
},
}
local occupancies = {
{
{ 1, 1, 1, 1, 1 },
{ 1, 1, 1, 1, 1 },
{ 1, 1, 1, 1, 1 },
{ 1, 1, 1, 1, 1 },
{ 1, 1, 1, 1, 1 },
{ 0.5, 0.5, 0.5, 0.5, 0.5 },
{ 0, 0, 0, 0, 0 },
},
{
{ 1, 1, 1, 1, 1 },
{ 1, 1, 1, 1, 1 },
{ 1, 1, 1, 1, 1 },
{ 1, 1, 1, 1, 1 },
{ 1, 1, 1, 1, 1 },
{ 0.5, 1, 1, 1, 0.5 },
{ 0, 1, 1, 1, 0 },
},
{
{ 1, 1, 1, 1, 1 },
{ 1, 1, 1, 1, 1 },
{ 1, 1, 1, 1, 1 },
{ 1, 1, 1, 1, 1 },
{ 1, 1, 1, 1, 1 },
{ 0.5, 1, 1, 1, 0.5 },
{ 0, 1, 1, 1, 0 },
},
{
{ 1, 1, 1, 1, 1 },
{ 1, 1, 1, 1, 1 },
{ 1, 1, 1, 1, 1 },
{ 1, 1, 1, 1, 1 },
{ 1, 1, 1, 1, 1 },
{ 0.5, 0.5, 0.5, 0.5, 0.5 },
{ 0, 0, 0, 0, 0 },
},
}
terrain:WriteVoxels(region, resolution, materials, occupancies)