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Source files: 45 | Classes: 322 | Methods: 38 | Enums: 35
Global
BackendCapabilities
struct
Backend capabilities structure.
Source: SILVIA3DHUDBackend.cs
Enumerations
DrawCommandType
Draw command types.
Values: DrawQuad, DrawText, DrawLine, DrawCircle, DrawTriangle, SetTransform, SetScissor, SetBlendMode
HUDBackendResult
Backend operation result codes.
Values: Success, InvalidContext, InvalidWindowHandle, InvalidCommands, InitializationFailed, ShutdownFailed, BeginFrameFailed, EndFrameFailed, PresentFailed, BackendNotSupported
HUDBackendType
Backend types.
Values: OpenGL, Vulkan, Metal, DirectX11, DirectX12, Software
Constants and Fields
MaxDrawCalls
int
MaxTextureSize
int
SupportsCompute
bool
SupportsGeometryShaders
bool
SupportsInstancing
bool
SupportsTessellation
bool
HUDElement
struct
HUD element structure (for layout and positioning).
Source: SILVIA3DHUDWindow.cs
Constants and Fields
ElementId
int
Position
GTVector2
Size
GTVector2
Visible
bool
ZOrder
int
HUDGlideslopeIndicator
struct
Glideslope indicator for precision approach guidance.
Source: SILVIA3DHUDComponents.cs
Constants and Fields
BackgroundColor
uint
GlideslopeDeviation
float
HasValidSignal
byte
Height
float
IndicatorColor
uint
IsEnabled
byte
IsVisible
byte
Position
GTVector2
ScaleColor
uint
Width
float
GTOS.Examples
HMIArtifactVersionControlExample
static class
Example: HMIArtifact Version Control System
Demonstrates delta-based versioning with minimal storage overhead.
All examples return strings that can be displayed in HMI Chat or saved to Desktop.
Source: HMIArtifactVersionControlExample.cs
Methods
Example_78PageDocument_ChangeOneNumber
string Example_78PageDocument_ChangeOneNumber ( )
SCENARIO: 78-page technical document with 3D simulations, images, text.
User finds equation bug, changes one number, triggers version snapshot.
Result: ~200 bytes stored (not 500 MB!)
GTOS.SILVIA3D
AdaptiveLODResult
readonly struct
ML-driven adaptive LOD decision.
Adjusts hair density based on scene analysis.
Source: SILVIA3DHairFur.cs
Constants and Fields
ActiveGuideCount
readonly int
EstimatedFrameTime_ms
readonly float
Reasoning
readonly string
RecommendedLOD
readonly HairDensityLOD
RenderHairCount
readonly int
BackendSelectionResult
readonly struct
Backend selection result with performance estimates.
Source: SILVIA3DRenderingCoreAtomics.cs
Constants and Fields
EstimatedFrameTime_ms
readonly float
RecommendedQuality
readonly RenderingQuality
RecommendedTriangleCount
readonly int
SelectedBackend
readonly RenderingBackend
SelectionReason
readonly string
BrushConfig
struct
Brush configuration.
Source: SILVIA3DMultiBrush.cs
Constants and Fields
Density_kg_m3
float
EnableChemistry
bool
EnablePhysics
bool
Falloff
BrushFalloff
Hardness_GPa
float
MaxPhoxelsPerStroke
int
MineralID
int
Mode
BrushMode
PaintColor
GTVector4
PaintMaterialID
int
PaintTextureID
int
Radius_m
float
Strength
float
Temperature_K
float
TransformMode
TransformMode
VolumeBlend
VolumeBlendMode
VolumeDensity
float
BrushHit
struct
Ray cast hit result.
Source: SILVIA3DMultiBrush.cs
Constants and Fields
DidHit
bool
Distance_m
float
HitNormal
GTVector3
HitPoint_World
GTVector3
PhoxelID
int
QuadID
int
UV
GTVector2
BrushStroke
struct
Brush stroke data (for undo/redo).
Source: SILVIA3DMultiBrush.cs
Constants and Fields
AffectedPhoxelCount
int
AffectedPhoxelIndices
int[]
EndPosition
GTVector3
Mode
BrushMode
Radius_m
float
StartPosition
GTVector3
Strength
float
StrokeID
int
Timestamp
DateTime
Camera
struct
Camera for 3D rendering.
Source: SILVIA3DRenderingCoreAtomics.cs
Constants and Fields
AspectRatio
float
FarPlane
float
FieldOfView_degrees
float
Forward
GTVector3
NearPlane
float
Position
GTVector3
ProjectionMatrix
GTMatrix4x4
ProjectionMode
CameraProjectionMode
Right
GTVector3
Up
GTVector3
ViewMatrix
GTMatrix4x4
Color3
readonly struct
RGB color (0-1 range).
Source: SILVIA3DHairFur.cs
Constants and Fields
B
readonly float
G
readonly float
R
readonly float
Fragment
struct
Fragment data for pixel shading.
Source: SILVIA3DRenderingCoreAtomics.cs
Constants and Fields
Color
GTVector4
Depth
float
Material
Material
Normal
GTVector3
ScreenX
int
ScreenY
int
UV
GTVector2
WorldPosition
GTVector3
GameObject
class
GameObject - Container for components.
Drop-in replacement for Unity's GameObject.
Source: SILVIA3DComponent.cs
Constants and Fields
activeSelf
bool
name
string
transform
Transform
GTMesh
struct
Ground Truth Mesh - Phoxel-based mesh representation
Replaces traditional vertex/triangle mesh with volumetric phoxel grid
Supports infinite detail via SDF evaluation at any resolution
Source: GTMesh.cs
Constants and Fields
Center
GTVector3
CreatedTimestamp
long
GridSizeX
int
GridSizeY
int
GridSizeZ
int
MaterialCount
int
MeshID
int
Position
GTVector3
Rotation
GTQuaternion
Scale
GTVector3
SDFTextureID
int
SourceFile
string
Type
static GTMeshType
GTMeshUtils
static class
GTMesh utility functions
Source: GTMesh.cs
Methods
CalculateBounds
void CalculateBounds ( ref GTMesh mesh )
Calculate bounding box from phoxel grid
GTPhoxel
struct
Phoxel - Physics-aware voxel (3D pixel with physical properties)
Stores position, material, density, temperature, and other per-voxel data
Source: GTMesh.cs
Constants and Fields
ColorB
byte
ColorG
byte
Y
short
Z
short
GuideSpline
struct
A single guide spline that is physically simulated.
Other render hairs are interpolated from nearby guides.
Source: SILVIA3DHairFur.cs
Constants and Fields
ControlPoints
GTVector3[]
Curl
float
DaysInPhase
int
Frizz
float
GrowthPhase
HairGrowthPhase
GuideID
int
Length_mm
float
RootColor
Color3
RootNormal
GTVector3
RootPosition
GTVector3
Stiffness
float
Thickness_mm
float
TipColor
Color3
HairFurAtomics
static class
Source: SILVIA3DHairFur.cs
HairGenerationParams
struct
Parameters for procedural hair generation on ANY mesh.
Fully tunable via Networks!
Source: SILVIA3DHairFur.cs
Constants and Fields
BaseColor
Color3
FrameTimeBudget_ms
float
RegionType
HairRegionType
TargetPolyCount
int
TipColor
Color3
HairGrowthResult
readonly struct
Hair growth simulation result (aging, color change, thinning).
Source: SILVIA3DHairFur.cs
Constants and Fields
DaysInPhase
readonly int
HealthStatus
readonly HairHealthStatus
NewLength_mm
readonly float
NewPhase
readonly HairGrowthPhase
NewRootColor
readonly Color3
NewTipColor
readonly Color3
ThicknessMultiplier
readonly float
HairRegion
struct
Defines a region of skin that grows hair (scalp, beard, chest, etc.).
Can be applied to ANY skinned mesh part!
Source: SILVIA3DHairFur.cs
Constants and Fields
Age_days
int
CurrentLOD
HairDensityLOD
GrowthRate_mmPerDay
float
GuideSplines
GuideSpline[]
MeshNormals
GTVector3[]
MeshTriangles
int[]
RegionID
int
RegionType
HairRegionType
RenderHairs
RenderHair[]
Texture
HairTexture
Input
static class
Input - Mouse, keyboard, and touch input handling.
Drop-in replacement for Unity's Input class.
Source: SILVIA3DInput.cs
Methods
GetMousePosition
GTVector2 GetMousePosition ( )
Get current mouse position in screen coordinates.
Equivalent to Unity's Input.mousePosition.
Light
struct
Light source definition.
Source: SILVIA3DRenderingCoreAtomics.cs
Constants and Fields
CastShadows
bool
Color
GTVector3
Direction
GTVector3
Intensity
float
Position
GTVector3
Range
float
SpotAngle_degrees
float
Type
LightType
LightingResult
readonly struct
Lighting calculation result.
Source: SILVIA3DRenderingCoreAtomics.cs
Constants and Fields
Ambient
readonly GTVector3
Attenuation
readonly float
Diffuse
readonly GTVector3
ShadowFactor
readonly float
Specular
readonly GTVector3
Material
struct
Material properties for shading.
Source: SILVIA3DRenderingCoreAtomics.cs
Constants and Fields
Albedo
GTVector3
BlendMode
BlendMode
Emission
GTVector3
EmissionIntensity
float
LightingModel
LightingModel
Metallic
float
Roughness
float
SpecularIntensity
float
MultiBrush
static class
Multi-Brush - Unified interaction tool.
Source: SILVIA3DMultiBrush.cs
Quad
struct
Quad primitive (four-sided polygon).
Source: SILVIA3DRenderingCoreAtomics.cs
Constants and Fields
FaceNormal
GTVector3
V0
Vertex
V1
Vertex
V2
Vertex
V3
Vertex
RasterizationResult
readonly struct
Rasterization result for a single pixel.
Source: SILVIA3DRenderingCoreAtomics.cs
Constants and Fields
BarycentricCoords
readonly GTVector3
Depth
readonly float
IsValid
readonly bool
ScreenX
readonly int
ScreenY
readonly int
RenderBridge
static class
Render Bridge - Connects rasterizer output to window display.
Source: SILVIA3DRenderBridge.cs
RenderHair
struct
A lightweight render hair interpolated from guide splines.
Not physically simulated - just follows nearby guides.
Source: SILVIA3DHairFur.cs
Constants and Fields
HairID
int
InterpolatedPoints
GTVector3[]
RootColor
Color3
RootPosition
GTVector3
Thickness_mm
float
TipColor
Color3
RenderHelper
static class
High-level rendering helper.
Combines rasterizer output → texture upload → draw command → display.
Source: SILVIA3DRenderBridge.cs
RenderingBackendConfig
struct
Backend configuration for adaptive rendering.
Source: SILVIA3DRenderingCoreAtomics.cs
Constants and Fields
AllowFallback
bool
FallbackBackend
RenderingBackend
MaxCPUCores
int
PreferIntegratedGPU
bool
PreferredBackend
RenderingBackend
Quality
RenderingQuality
TargetFrameTime_ms
float
RenderingCapabilities
struct
Runtime capabilities detection result.
Source: SILVIA3DRenderingCoreAtomics.cs
Constants and Fields
AvailableBackend
RenderingBackend
CPUCoreCount
int
GPUFeatures
GPUFeatureLevel
GPUMemory_bytes
long
GPUName
string
GPUVendor
string
SupportsComputeShaders
bool
SupportsMeshShaders
bool
SupportsRayTracing
bool
RenderingCoreAtomics
static class
Rendering Core Atomics - CPU rasterization calculations.
Production-quality software rasterizer for GTOS.
Source: SILVIA3DRenderingCoreAtomics.cs
Methods
BuildViewMatrix
GTMatrix4x4 BuildViewMatrix ( Camera camera )
Build view matrix from camera position and orientation.
RenderTarget
struct
Render target (framebuffer).
Source: SILVIA3DRenderingCoreAtomics.cs
Constants and Fields
DepthBuffer
float[]
Height
int
TileOwnership
int[]
Width
int
RenderTile
struct
Tile for parallel rasterization.
Source: SILVIA3DRenderingCoreAtomics.cs
Constants and Fields
MaxX
int
MaxY
int
MinX
int
MinY
int
PixelCount
int
TileX
int
TileY
int
Scene
class
Scene - Container for GameObjects and components.
Manages lifecycle and execution order.
Source: SILVIA3DScene.cs
SceneManager
static class
Scene Manager - Manages multiple scenes.
Handles scene loading/unloading.
Source: SILVIA3DScene.cs
Methods
CreateScene
Scene CreateScene ( string name )
Create and load new scene.
SILVIA3DComponent
abstract class
Base class for all SILVIA 3D components.
Drop-in replacement for Unity's MonoBehaviour.
MIGRATION EXAMPLE:
BEFORE (Unity):
public class MyButton : MonoBehaviour {
public Vector2 position;
public Color buttonColor;
void Start() { ... }
void Update() { ... }
}
AFTER (SILVIA3D):
public class MyButton : SILVIA3DComponent {
public GTVector2 position;
public GTVector4 buttonColor;
void Start() { ... }
void Update() { ... }
}
Source: SILVIA3DComponent.cs
Time
static class
Time - Time and delta time tracking.
Drop-in replacement for Unity's Time class.
Source: SILVIA3DComponent.cs
Triangle
struct
Triangle primitive for rasterization.
Source: SILVIA3DRenderingCoreAtomics.cs
Constants and Fields
FaceNormal
GTVector3
V0
Vertex
V1
Vertex
V2
Vertex
Vertex
struct
Vertex data for rendering.
Source: SILVIA3DRenderingCoreAtomics.cs
Constants and Fields
Bitangent
GTVector3
Color
GTVector4
Normal
GTVector3
Position
GTVector3
Tangent
GTVector3
UV
GTVector2
Viewport
struct
Viewport definition (render target region).
Source: SILVIA3DRenderingCoreAtomics.cs
Constants and Fields
Height
int
MaxDepth
float
MinDepth
float
Width
int
X
int
Y
int
GTOS.SILVIA3D.Atmosphere
Atmosphel
struct
Atmosphel: Self-contained atmospheric voxel primitive.
Stores pre-computed spherical harmonic coefficients in SIMD-friendly layout.
Handles camera-local transforms, LOD updates, and automatic queries.
Memory Layout: Structure of Arrays (SoA) for SIMD vectorization.
Update Strategy: Lazy evaluation (only when camera/sun moves significantly).
MIL-SPEC: Zero allocation after init, deterministic, SIMD-optimized.
Source: SILVIA3DAtmosphereCoreAtomics.cs
Constants and Fields
AtmosphelID
int
AtmosphereRadius
double
CurrentLOD
int
Density
float[]
DistanceFromCamera
float
ExtinctionCoefficient
float[]
FramesSinceUpdate
int
Humidity
float[]
LastCameraPositionWorld
GTDVector3
LastUpdateTime
double
LayerCounts
int[]
LayerRadii
float[]
LODTransitionDistance
float
MaxCoefficients
int
MaxLayers
int
PlanetCenterCameraLocal
GTVector3
PlanetCenterWorld
GTDVector3
PlanetRadius
double
Pressure
float[]
QueryBufferA
float[]
QueryBufferB
float[]
QueryBufferG
float[]
QueryBufferR
float[]
RayMarchSteps
int[]
SHBands
int[]
SHCoefficientsA
float[]
SHCoefficientsB
float[]
SHCoefficientsG
float[]
SHCoefficientsR
float[]
State
AtmosphelState
SunCount
int
SunDirectionsCameraLocal
GTVector3[]
SunIDs
int[]
Temperature
float[]
TimeSinceUpdate
float
TotalSHDataSize
int
UpdateThreshold
float
WindVelocityX
float[]
WindVelocityY
float[]
WindVelocityZ
float[]
AtmosphelCloudSystem
struct
Cloud and fog system integrated into Atmosphel.
Clouds are 3D density modulations of the atmospheric Alpha channel.
Source: SILVIA3DAtmosphereCoreAtomics.cs
Constants and Fields
AtmosphelID
int
CloudAnimationTime
double
CloudLayerCount
int
CloudLayers
CloudLayer[]
CloudNoiseResolutions
float[]
CloudRayMarchSteps
float[]
CloudWindVelocity
GTVector3
CurrentCloudLOD
int
GroundFogColor
GTVector3
GroundFogDensity
float
GroundFogEnabled
bool
GroundFogFalloff
float
GroundFogHeight
float
GroundFogRadius
float
HorizonFogColor
GTVector3
HorizonFogEnabled
bool
HorizonFogEnd
float
HorizonFogStart
float
NoiseAmplitude
float
NoiseFrequency
float
NoiseGain
float
NoiseLacunarity
float
NoiseOctaves
int
NoiseSampleBuffer
float[]
TurbulenceScale
float
TurbulenceStrength
float
UseWorleyNoise
bool
WorleyCellSize
float
WorleyWeight
float
AtmosphelLODConfig
struct
Source: SILVIA3DAtmosphereCoreAtomics.cs
Constants and Fields
DistanceThresholds
float[]
LayerCounts
int[]
RayMarchSteps
int[]
SHBands
int[]
UpdateRates
float[]
Methods
CreateDefault
AtmosphelLODConfig CreateDefault ( )
AtmosphericCalculations
static class
Source: SILVIA3DAtmosphereCoreAtomics.cs
CloudLayer
struct
Source: SILVIA3DAtmosphereCoreAtomics.cs
Constants and Fields
AlbedoColor
GTVector3
AnimationSpeed
float
BaseAltitude
float
Coverage
float
Density
float
DensityGradient
float
Eccentricity
float
LODDistanceThreshold
float
TopAltitude
float
Type
CloudType
WindVelocity
GTVector3
CloudNoisePrescription
struct
Source: SILVIA3DAtmosphereCoreAtomics.cs
Enumerations
NoiseMixMode
Values: Additive, Multiplicative, Subtract, Max, Min, Screen
Constants and Fields
ComputeCost
float
MixMode
NoiseMixMode
PrimaryFrequency
float
PrimaryNoise
AtmosphericNoiseType
PrimaryOctaves
int
PrimaryWeight
float
SecondaryFrequency
float
SecondaryNoise
AtmosphericNoiseType
SecondaryOctaves
int
SecondaryWeight
float
TertiaryFrequency
float
TertiaryNoise
AtmosphericNoiseType
TertiaryOctaves
int
TertiaryWeight
float
TotalNoiseEvaluations
int
ThermalUpdraft
struct
Source: SILVIA3DWindelCoreAtomics.cs
Constants and Fields
BaseAltitude
float
CenterWorld
GTDVector3
IsActive
bool
Radius
float
TemperatureDelta
float
ThermalID
int
TopAltitude
float
UpdraftSpeed
float
Vortex
struct
Vortex primitive with energy-based lifecycle.
Supports dual-mode calculations (performance vs high-fidelity).
Source: SILVIA3DWindelCoreAtomics.cs
Constants and Fields
Acceleration
GTVector3
Age
float
AngularVelocity
float
BaseAltitude
float
CAPE
float
CenterWorld
GTDVector3
CoreRadius
float
CounterClockwise
bool
DecayExponent
float
EnergyBalance
float
EnergyDissipationRate
float
EnergyInputRate
float
ExpansionRate
float
FunnelColor
GTVector3
FunnelVisibility
float
InfluenceRadius
float
IntensificationRate
float
IsActive
bool
LastUpdateTime
double
MaxDuration
float
MaxWindSpeed
float
PressureDrop
float
RelativeHumidity
float
SpawnTime
double
Stage
VortexStage
TemperatureGradient
float
TopAltitude
float
TotalEnergy
float
Type
VortexType
Velocity
GTVector3
VortexID
int
WindShear
float
VortexCalculations
static class
Source: SILVIA3DWindelCoreAtomics.cs
Methods
InitializeLookupTables
void InitializeLookupTables ( )
Initialize lookup tables for Performance mode.
Call once at startup.
Windel
struct
Windel: Packed wind voxel primitive.
Stores wind velocity, temperature, pressure, humidity in 5 bytes.
Packing:
Byte 0: Horizontal direction (0-255 = 0-360°, 1.4° precision)
Byte 1: Speed (0-255 = 0-127.5 m/s, 0.5 m/s precision)
Byte 2: Vertical component (0-255 = -63.75 to +63.75 m/s, signed)
Byte 3: Temperature (0-255 = -50°C to +50°C, 0.4°C precision)
Byte 4: Pressure/Humidity (4 bits each)
Total: 5 bytes vs 20 bytes (float×5) = 75% MEMORY SAVINGS!
Source: SILVIA3DWindelCoreAtomics.cs
Constants and Fields
Flags
WindelFlags
GridX
int
GridY
int
GridZ
int
HorizontalDirection
byte
PressureHumidity
byte
Speed
byte
Temperature
byte
VerticalComponent
byte
WindelGrid
struct
Source: SILVIA3DWindelCoreAtomics.cs
Constants and Fields
ActiveVoxelCount
int
DefaultWindel
Windel
GridKeys
int[]
GridSizeX
int
GridSizeY
int
GridSizeZ
int
GridValues
Windel[]
LastUpdateTime
double
MaxThermals
int
MaxVortices
int
MaxVoxels
int
Quality
VortexQuality
ThermalCount
int
Thermals
ThermalUpdraft[]
UpdateInterval
float
VortexCount
int
Vortices
Vortex[]
VoxelSizeMeters
float
WindelPacking
static class
Source: SILVIA3DWindelCoreAtomics.cs
Methods
PackDirection
byte PackDirection ( float angleDegrees )
WindelSimulation
static class
Source: SILVIA3DWindelCoreAtomics.cs
GTOS.SILVIA3D.Audio
AcousticEnvironment
struct
AcousticEnvironment: Room/space acoustic properties.
Auto-detected or manually specified.
Drives reverb, coloration, and spatial effects.
Source: SILVIA3DAudioCoreAtomics.cs
Constants and Fields
AirAbsorption
float
Density
float
Diffusion
float
DominantMaterial
AcousticMaterialType
EarlyReflectionDelay
float
EnvironmentID
int
HighFrequencyAbsorption
float
Humidity
float
LateReverbDelay
float
LowFrequencyAbsorption
float
ReverbTime
float
RoomDimensions
GTVector3
SurfaceArea
float
Temperature
float
Type
AcousticEnvironmentType
Volume
float
Methods
CreateDefault
AcousticEnvironment CreateDefault ( )
AcousticMaterial
struct
AcousticMaterial: Packed material acoustic properties.
Defines how materials absorb, reflect, and transmit sound.
Packing: 16 bytes (4 floats)
- Absorption coefficient (0.0 = reflective, 1.0 = absorptive)
- Reflection coefficient (0.0 = soft, 1.0 = hard)
- Transmission coefficient (0.0 = opaque, 1.0 = transparent)
- Density (kg/m³) - affects resonance
Source: SILVIA3DAudioCoreAtomics.cs
Constants and Fields
AbsorptionCoefficient
float
Damping
float
Density
float
Hardness
float
MaterialID
int
ReflectionCoefficient
float
TransmissionCoefficient
float
Type
AcousticMaterialType
AcousticMaterialDatabase
static class
Source: SILVIA3DAudioCoreAtomics.cs
Methods
InitializeMaterialDatabase
void InitializeMaterialDatabase ( ref GTAudioEngine engine )
Initialize material database with physical properties.
Absorption: 0.0 = perfect reflection, 1.0 = perfect absorption
Reflection: 0.0 = soft/dead, 1.0 = hard/bright
Transmission: 0.0 = opaque, 1.0 = transparent
Density: kg/m³
Hardness: 0.0 = soft, 1.0 = hard (affects pitch of impact)
Damping: 0.0 = long ring, 1.0 = immediate decay
AudioCalculations
static class
Source: SILVIA3DAudioCoreAtomics.cs
AudioQualitySettings
struct
Source: SILVIA3DAudioCoreAtomics.cs
Constants and Fields
BitDepth
int
ChannelCount
int
ConvolutionReverbEnabled
bool
DopplerEnabled
bool
HRTFEnabled
bool
MaxAudibleSources
int
MaxAudioSources
int
OcclusionEnabled
bool
Quality
AudioQuality
SampleRate
int
Methods
CreateLow
AudioQualitySettings CreateLow ( )
GTAudioEngine
struct
Source: SILVIA3DAudioCoreAtomics.cs
Constants and Fields
AudibleSourceCount
int
AudibleSourceIndices
int[]
LastUpdateTime
double
Listener
GTAudioListener
MaterialCount
int
MaterialDatabase
AcousticMaterial[]
MaxAudibleSources
int
MaxSources
int
Quality
AudioQualitySettings
SourceCount
int
Sources
GTAudioSource[]
UpdateInterval
float
GTAudioListener
struct
GTAudioListener: Camera-attached audio receiver.
One per scene. Processes audio based on local physics.
Source: SILVIA3DAudioCoreAtomics.cs
Constants and Fields
DopplerScale
float
Environment
AcousticEnvironment
Forward
GTVector3
HRTFEnabled
bool
ListenerID
int
Position
GTVector3
SampleRate
int
Up
GTVector3
Velocity
GTVector3
VolumeScale
float
GTAudioSource
struct
GTAudioSource: Packed 3D audio emitter.
Can be placed anywhere in world space.
Packing:
Position: GTVector3 (12 bytes)
Velocity: GTVector3 (12 bytes)
Volume/Pitch/Priority/Flags: 8 bytes
Total: 32 bytes (vs 48 bytes unpacked = 33% savings!)
Source: SILVIA3DAudioCoreAtomics.cs
Constants and Fields
AudioClipID
int
Flags
AudioSourceFlags
MaxDistance
float
MinDistance
float
Pitch
float
PlaybackPosition
float
Position
GTVector3
Priority
byte
SampleRate
int
SourceID
int
Velocity
GTVector3
Volume
float
MaterialCollisionSound
struct
MaterialCollisionSound: Parameters for impact-generated audio.
Steel-steel, steel-lead, wood-wood, etc.
Source: SILVIA3DAudioCoreAtomics.cs
Constants and Fields
AudioClipID
int
ImpactMass
float
ImpactNormal
GTVector3
ImpactPosition
GTVector3
ImpactVelocity
float
Material1
AcousticMaterialType
Material2
AcousticMaterialType
Pitch
float
Volume
float
GTOS.SILVIA3D.Core
Camera
readonly struct
Camera - rendering viewpoint definition.
Source: SILVIA3DCoreAtomics.cs
Constants and Fields
BackgroundColor
readonly Color
FarClip
readonly float
FieldOfView_deg
readonly float
Id
readonly int
Name
readonly string
NearClip
readonly float
OrthographicSize
readonly float
Projection
readonly ProjectionMode
Transform
readonly Transform
Color
readonly struct
Color with RGBA components
Source: SILVIA3DCoreAtomics.cs
Constants and Fields
A
readonly float
B
readonly float
G
readonly float
R
readonly float
FieldSource
readonly struct
FieldSource - Universal field source for magnetic, electric, and gravitational fields.
Can be magnetic (dipole), electric (monopole/dipole), gravitational (mass), or combined.
Used for field visualization, force calculations, and exotic propulsion simulations.
PHYSICS INTEGRATION:
- Magnetic: B = μ₀/(4π) · (3(m·r̂)r̂ - m)/r³ (dipole field)
- Electric: E = k · q/r² (Coulomb monopole)
- Gravitational: g = -G·m/r² (Newtonian or SQK G-field)
RENDERING:
- Field lines = isosurfaces of scalar potential ψ(x,y,z) = constant
- Envelope = zero-crossing (ψ = 0), boundary between + and -
- Color-coded by field strength for visualization
MIL-SPEC:
- Zero allocation (readonly struct)
- Mode flags for multi-field sources (magnetized charged iron)
- Compatible with SubquantumKinetics calculations
Source: SILVIA3DCoreAtomics.cs
Constants and Fields
ElectronDensityScale
readonly float
FieldLineColor
readonly Color
HasChemicalField
readonly bool
HasElectricField
readonly bool
HasGravitationalField
readonly bool
HasMagneticField
readonly bool
HasPressureField
readonly bool
HasQuantumField
readonly bool
HasThermalField
readonly bool
IsDipole
readonly bool
IsosurfaceCount
readonly int
Name
readonly string
Orientation
readonly GTVector3
Position
readonly GTVector3
SourceId
readonly int
VisualizationMode
readonly FieldVisualizationMode
GT3DObject
readonly struct
GT3DObject - the universal entity in the scene graph.
Platform-agnostic representation that can drive any rendering engine.
Source: SILVIA3DCoreAtomics.cs
Constants and Fields
ChildIds
readonly int[]
Id
readonly int
IsActive
readonly bool
Layer
readonly PhysicsLayer
Name
readonly string
Transform
readonly Transform
Type
readonly GT3DObjectType
Visibility
readonly VisibilityFlags
Light
readonly struct
Light - illumination source definition.
Source: SILVIA3DCoreAtomics.cs
Constants and Fields
CastsShadows
readonly bool
Color
readonly Color
Id
readonly int
Intensity
readonly float
Name
readonly string
Range
readonly float
SpotAngle_deg
readonly float
Transform
readonly Transform
Type
readonly LightType
Material
readonly struct
Material - surface appearance properties.
PBR-based material definition compatible with modern rendering pipelines.
Source: SILVIA3DCoreAtomics.cs
Constants and Fields
AlbedoTextureId
readonly int
BaseColor
readonly Color
Emissive
readonly float
Id
readonly int
Metallic
readonly float
MetallicTextureId
readonly int
Name
readonly string
NormalTextureId
readonly int
Roughness
readonly float
RoughnessTextureId
readonly int
Shader
readonly ShaderType
Mesh
readonly struct
Mesh data - geometry definition.
Platform-agnostic mesh structure for any renderer.
Source: SILVIA3DCoreAtomics.cs
Constants and Fields
BoundsCenter
readonly GTVector3
BoundsExtents
readonly GTVector3
Id
readonly int
Indices
readonly int[]
Name
readonly string
Normals
readonly GTVector3[]
Tangents
readonly GTVector3[]
Topology
readonly MeshTopology
UVs
readonly GTVector2[]
Vertices
readonly GTVector3[]
RenderingConstants
static class
Source: SILVIA3DCoreAtomics.cs
Constants and Fields
DEG_TO_RAD
const float
EPSILON
const float
INVALID_ID
const int
RAD_TO_DEG
const float
Transform
readonly struct
Transform - position, rotation, scale in 3D space.
The fundamental spatial descriptor for every GameObject.
Uses GT primitives for consistency across SILVIA.
Source: SILVIA3DCoreAtomics.cs
Constants and Fields
ParentId
readonly int
Position
readonly GTVector3
Rotation
readonly GTQuaternion
Scale
readonly GTVector3
GTOS.SILVIA3D.Examples
BrushPresets
static class
Source: ExampleMultiBrushUsage.cs
Methods
RedPaintBrush
BrushConfig RedPaintBrush ( )
Red paint brush.
CustomButton
class
Example: Button with custom click handler.
Source: ExampleButtonComponent.cs
ExampleButtonComponent
class
Example button component demonstrating Unity → SILVIA3D migration.
FEATURES:
- Mouse hover detection
- Click detection
- Visual state changes (normal, hover, pressed)
- Uses GTOS atomic calculations
- Zero allocation in Update()
USAGE:
Scene scene = new Scene("TestScene");
GameObject buttonObj = scene.CreateGameObject("Button");
ExampleButtonComponent button = buttonObj.AddComponent<ExampleButtonComponent>();
button.position = new GTVector2(100, 100);
button.size = new GTVector2(200, 50);
// Every frame:
scene.Update(0.016f);
Source: ExampleButtonComponent.cs
Constants and Fields
buttonText
string
fontSize
float
isInteractable
bool
ExampleMultiBrushUsage
class
Example: Multi-Brush for interactive 3D editing.
CONTROLS:
- Left Mouse: Apply brush
- Right Mouse: Sample (eyedropper)
- Mouse Wheel: Adjust brush radius
- 1-9 Keys: Switch brush modes
- [ / ]: Adjust brush strength
MODES:
1 = Transform, 2 = Paint, 3 = Sculpt, 4 = Volume Paint
5 = Material, 6 = Physics, 7 = Atomic, 8 = Mineral, 9 = Erase
Source: ExampleMultiBrushUsage.cs
Methods
Main
void Main ( )
ExampleRenderToScreen
class
Example: Render rotating cube to screen.
WORKFLOW:
1. Create window + OpenGL backend
2. Create RenderTarget (RGBA pixel buffer)
3. Fill RenderTarget with your rasterizer (CPU or GPU)
4. Upload RenderTarget to GPU texture
5. Blit texture to screen
6. Repeat at 60 FPS
PERFORMANCE:
- CPU rasterizer: 10K triangles at 60 FPS (16 cores)
- GPU rasterizer: 500K triangles at 60 FPS (RTX 3060)
- Texture upload: 2ms for 1920×1080 (one-time cost per frame)
Source: ExampleRenderToScreen.cs
Methods
Main
void Main ( )
ToggleButton
class
Example: Toggle button.
Source: ExampleButtonComponent.cs
Constants and Fields
isToggled
bool
GTOS.SILVIA3D.Flora
EcologicalResult
readonly struct
Ecological interaction result.
Source: SILVIA3DFlora.cs
Constants and Fields
AllelopathyEffect
readonly float
CompetitionPressure
readonly float
CompetitorIds
readonly int[]
MycorrhizalBenefit
readonly float
SunlightAvailable
readonly float
SymbiontIds
readonly int[]
FloraCalculations
static class
SILVIA2Unity Flora - Procedural Vegetation System
REVOLUTIONARY: Particle-based seeds → procedural geometry
Integrates with Terrain RGBA (moisture, fertility, temperature)
Includes L-systems, phyllotaxy, genetics, ecology
Source: SILVIA3DFlora.cs
Methods
GenerateLSystemBranching
LSystemResult GenerateLSystemBranching ( PlantGenome genome, int iterations, float baseLength_cm, float lengthDecay, float radiusDecay, GTVector3 lightDirection, GTVector3 waterDirection )
Generate branching structure using L-system with context-sensitive rules.
WHAT IT DOES:
Creates a realistic tree/plant branching structure using Lindenmayer systems (L-systems),
which are mathematical models that simulate biological growth patterns. Each iteration
doubles the number of branches, creating natural fractal-like structures.
INPUTS:
- genome: Plant's genetic traits (branching density, jitter strength, variation style)
- iterations: Number of recursive branching levels (3-5 typical for trees)
- baseLength_cm: Starting trunk/stem length in centimeters
- lengthDecay: How much shorter each branch generation is (0.6-0.8 typical)
- radiusDecay: How much thinner each branch generation is (0.6-0.8 typical)
- lightDirection: Direction of sunlight (branches grow toward it - phototropism)
- waterDirection: Direction of water source (roots grow toward it - hydrotropism)
OUTPUTS:
Returns LSystemResult containing:
- Segments[]: Array of stem/branch segments with positions, directions, radii
- TotalSegments: Number of branches created
- MaxGeneration: Deepest branching level reached
- TotalLength_m: Combined length of all branches
- TotalBiomass_kg: Estimated total plant mass
USE CASES:
- Generate procedural trees for forests
- Create twisted/haunted trees for horror games
- Simulate realistic plant growth over time
- Create root systems (inverted, growing downward)
INNOVATION:
Unlike static L-systems, this incorporates environmental tropism (light/water seeking)
and procedural variation styles (Natural, Twisted, Haunted, Ancient, Windswept, Sculptural)
to create infinite variety with zero artist input!
EXAMPLE:
// Create a haunted forest tree
PlantGenome hauntedGenome = new PlantGenome(
growthRate: 1.0f, branchingDensity: 0.7f, leafSize_cm: 5.0f,
droughtTolerance: 0.5f, shadeTolerance: 0.6f, frostTolerance: 0.4f,
allelopathyStrength: 0.0f, pollinatorAttraction: 0.5f,
jitterStrength: 0.8f, // High jitter for twisted appearance
leafPattern: PhyllotaxyPattern.Spiral,
leafType: LeafType.Simple,
branchPattern: BranchingPattern.Sympodial,
rootType: RootType.Taproot,
flowerType: FlowerType.Perfect,
slopePreference: SlopeAffinity.Flat,
variationStyle: ProceduralVariation.Haunted, // Spooky!
leafColor: new GTColor(0.2f, 0.4f, 0.1f, 1.0f),
flowerColor: new GTColor(1.0f, 1.0f, 1.0f, 1.0f),
mutationRate: 0.05f
);
LSystemResult tree = FloraCalculations.GenerateLSystemBranching(
hauntedGenome,
iterations: 4, // 4 levels = 16 branch tips
baseLength_cm: 200.0f, // 2m tall trunk
lengthDecay: 0.7f, // Each branch 70% of parent
radiusDecay: 0.75f, // Each branch 75% thickness
lightDirection: new GTVector3(0, 1, 0), // Sun overhead
waterDirection: new GTVector3(0, -1, 0) // Water below
);
// tree.Segments now contains full branching structure for rendering
PERFORMANCE:
- 3 iterations: 7 segments (~0.01ms)
- 4 iterations: 15 segments (~0.02ms)
- 5 iterations: 31 segments (~0.05ms)
Zero allocations after initial setup - perfect for runtime generation!
TECHNICAL NOTES:
- Uses binary branching (each segment splits into 2)
- Total segments = 2^(n+1) - 1 where n = iterations
- Tropism vectors are normalized and weighted by constants
- Jitter is applied per-segment for organic variation
- Haunted style increases geotropism (drooping branches)
- Windswept style increases phototropism (directional bias)
Plant genetic traits controlling growth characteristics
Number of recursive branching levels (0-10 practical range)
Initial trunk/stem length in centimeters
Length multiplier per generation (0.0-1.0, typical 0.6-0.8)
Radius multiplier per generation (0.0-1.0, typical 0.6-0.8)
Normalized direction vector toward sunlight
Normalized direction vector toward water source
LSystemResult containing complete branching structure with segments, biomass, and metrics
FloraConstants
static class
Source: SILVIA3DFlora.cs
Enumerations
BranchingPattern
Branching architecture (tree form).
Values: Monopodial, Sympodial, Dichotomous, Excurrent, Deliquescent, Corymb, Weeping
EcologicalStrategy
Ecological strategy (plant behavior).
Values: Pioneer, Climax, Intermediate, FireAdapted, DroughtAdapted, WetlandAdapted
FlowerType
Flower structure for pollination.
Values: Perfect, Imperfect, Composite, Catkin, Umbel, Spike
GrowthStage
Life cycle stage of plant.
Values: Seed, Germinating, Seedling, Juvenile, Mature, Flowering, Fruiting, Senescing, Dormant, Dead
LeafType
Leaf morphology.
Values: Simple, Compound, Lobed, Needle, Scale, Palmate, Pinnate, Bipinnate
PhyllotaxyPattern
Phyllotaxy pattern (leaf arrangement on stem).
Based on botanical morphology.
Values: Spiral, Opposite, Alternate, Whorled, Distichous, Decussate, Rosette
PlantType
Plant classification by growth form.
Values: Grass, Flower, Bush, Vine, Shrub, Tree, Fern, Moss, Succulent
ProceduralVariation
Procedural variation style for haunted forests, twisted trees, etc.
Values: Natural, Twisted, Haunted, Ancient, Windswept, Sculptural
RootType
Root system architecture.
Values: Taproot, Fibrous, Adventitious, Aerial, Storage
Season
Season for deciduous behavior.
Values: Spring, Summer, Autumn, Winter
SlopeAffinity
Terrain slope preference for plant placement.
INNOVATION: Plants prefer specific terrain features!
Values: Flat, GentleSlope, SteepSlope, Cliff, Overhang, Valley, Ridge
Constants and Fields
ALLELOPATHY_RADIUS
const float
DEG_TO_RAD
const float
EPSILON
const float
GEOTROPISM_STRENGTH
const float
HYDROTROPISM_STRENGTH
const float
MYCORRHIZAL_SHARE_RATE
const float
PHOTOTROPISM_STRENGTH
const float
PI
const float
POLLINATION_RADIUS
const float
RAD_TO_DEG
const float
ROOT_COMPETITION_RADIUS
const float
FloraCoreAtomics
static class
Source: SILVIA3DFloraCoreAtomics.cs
Constants and Fields
PI
const float
FloraLOD
readonly struct
Flora LOD representation (point cloud → mesh).
INNOVATION: Dynamic LOD based on camera distance!
Source: SILVIA3DFlora.cs
Constants and Fields
Colors
readonly GTColor[]
Distance_m
readonly float
HighPolyMesh
readonly ProceduralMeshResult
LODLevel
readonly int
LowPolyMesh
readonly ProceduralMeshResult
PlantId
readonly int
Points
readonly GTVector3[]
TriangleCount
readonly int
VertexCount
readonly int
Flower
readonly struct
Flower for pollination and fruit production.
Source: SILVIA3DFlora.cs
Constants and Fields
Color
readonly GTColor
FruitMass_g
readonly float
Id
readonly int
IsPollinated
readonly bool
PlantId
readonly int
PollenCount
readonly float
PollinatorId
readonly int
Position
readonly GTVector3
Size_cm
readonly float
StemId
readonly int
Type
readonly FlowerType
GrassBlade
readonly struct
Interactive grass blade using SDF field evaluation.
INNOVATION: Grass = SDF field! GPU evaluates per-pixel!
10× faster than instanced meshes, infinite detail, automatic LOD.
Uses CalculateGrassBladeSDF from Core Atomics for blazing performance.
Source: SILVIA3DFlora.cs
Constants and Fields
BendAngle
readonly float
Color
readonly GTColor
EnableLighting
readonly bool
Height_cm
readonly float
SeedId
readonly int
GrassPatch
readonly struct
Grass patch using SDF field evaluation (GPU compute shader).
10× faster than particle/trail approach. Uses Core Atomics SDF functions.
Source: SILVIA3DFlora.cs
Constants and Fields
AverageColor
readonly GTColor
AverageDensity
readonly float
AverageHeight_cm
readonly float
BladeConfigs
readonly GrassBlade[]
BladeCount
readonly int
CenterPosition
readonly GTVector3
EnableLighting
readonly bool
Id
readonly int
InteractionForceFieldIds
readonly int[]
Radius_m
readonly float
Seeds
readonly GTFloraSeed[]
WindForceFieldId
readonly int
GrassRenderingResult
readonly struct
Grass rendering result for GPU instancing.
Source: SILVIA3DFlora.cs
Constants and Fields
BendAngles
readonly float[]
Colors
readonly GTColor[]
Heights
readonly float[]
InstanceCount
readonly int
Normals
readonly GTVector3[]
Positions
readonly GTVector3[]
Tangents
readonly GTVector3[]
VerticesPerBlade
readonly int
Widths
readonly float[]
GrowthResult
readonly struct
Growth simulation result.
Source: SILVIA3DFlora.cs
Constants and Fields
BiomassGained_kg
readonly float
CanFlower
readonly bool
CanSeed
readonly bool
GrowthRate
readonly float
NewHeight_m
readonly float
NewRadius_m
readonly float
PhotosynthesisRate
readonly float
WaterConsumed_L
readonly float
GTFloraSeed
struct
GTFloraSeed: Universal flora growth primitive (Ground Truth).
BOTANICAL ACCURACY:
- Phyllotaxis: Fibonacci spiral leaf/petal arrangement (golden angle 137.5°)
- L-systems: Recursive branching (trees, bushes)
- Growth curves: Logistic, exponential, sigmoidal
PERFORMANCE:
- GPU SDF evaluation (10× faster than instanced meshes)
- Per-pixel detail (infinite resolution)
- Real-time growth animation
UNIVERSAL APPLICATIONS:
- Grass fields: Millions of blades, wind animation
- Flower gardens: Sunflowers, roses, daisies (phyllotaxis)
- Forests: Trees with L-system branching
- Vines: Climbing plants, tendrils
- Underwater: Coral, kelp, seaweed
- Alien worlds: Procedural alien flora
Source: SILVIA3DFloraCoreAtomics.cs
Constants and Fields
Flags
FloraFlags
GrowthTime
float
MaterialID
int
Position
GTVector3
RotationY_degrees
float
SeedID
int
SpiralTightness
float
Type
FloraType
WindFrequency_Hz
float
WindPhase
float
WindStrength
float
GTLeafShape
struct
GTLeafShape: Parametric leaf primitive.
Defines a leaf species as a set of mathematical parameters.
SIZE: ~96 bytes (vs ~500 KB for mesh)
MEMORY SAVINGS: 5000× smaller!
EXAMPLES:
- Oak: Ellipse, 7 lobes, pinnate veins, thick
- Maple: Circle, 5 lobes, palmate veins, thin
- Sassafras: Ellipse, 3 lobes (hoof), pinnate veins, thin
- Willow: Ellipse, 0 lobes, pinnate veins, thin, droopy
- Birch: Ellipse, serrated edge, pinnate veins, thin
Source: SILVIA3DFloraCoreAtomics.cs
Constants and Fields
BaseShape
LeafBaseShape
EdgeType
EdgeModulationType
LeafShapeID
int
MaterialID
int
Symmetry
LeafSymmetry
VeinType
VeinPattern
GTSpline
struct
GTSpline: Simple 3-point Bezier curve for leaf midrib.
Controls leaf curvature, curl, droop.
Source: SILVIA3DFloraCoreAtomics.cs
Constants and Fields
End
GTVector3
Leaf
readonly struct
Leaf instance with phyllotaxy position and seasonal state.
Source: SILVIA3DFlora.cs
Constants and Fields
Age_days
readonly float
Color
readonly GTColor
FallParticleId
readonly int
HasFallen
readonly bool
Id
readonly int
Normal
readonly GTVector3
PlantId
readonly int
Position
readonly GTVector3
Size_cm
readonly float
StemId
readonly int
Type
readonly LeafType
LeafCalculations
static class
Source: SILVIA3DFloraCoreAtomics.cs
Constants and Fields
PI
const float
TWO_PI
const float
LeafDatabase
static class
Source: SILVIA3DFloraCoreAtomics.cs
Constants and Fields
IsInitialized
static bool
LeafShapes
static GTLeafShape[]
MAX_SPECIES
const int
LSystemResult
readonly struct
L-system generation result.
Source: SILVIA3DFlora.cs
Constants and Fields
MaxGeneration
readonly int
Segments
readonly StemSegment[]
TotalBiomass_kg
readonly float
TotalLength_m
readonly float
TotalSegments
readonly int
PhyllotaxyResult
readonly struct
Phyllotaxy calculation result.
Source: SILVIA3DFlora.cs
Constants and Fields
Angles_deg
readonly float[]
LeafCount
readonly int
Normals
readonly GTVector3[]
Pattern
readonly PhyllotaxyPattern
Positions
readonly GTVector3[]
Plant
readonly struct
Complete plant instance with genome, physiology, and state.
REVOLUTIONARY: Integrates with Terrain RGBA (moisture, fertility).
Source: SILVIA3DFlora.cs
Constants and Fields
Age_days
readonly float
ChildSeedIds
readonly int[]
CrownRadius_m
readonly float
CurrentSeason
readonly Season
Genome
readonly PlantGenome
HasFlowers
readonly bool
HasFruit
readonly bool
Health
readonly float
Height_m
readonly float
Id
readonly int
IsDeciduous
readonly bool
MycorrhizalConnectionIds
readonly int[]
ParentPlantId
readonly int
Position
readonly GTVector3
RootDepth_m
readonly float
RootRadius_m
readonly float
SeasonProgress
readonly float
SeedId
readonly int
Stage
readonly GrowthStage
Strategy
readonly EcologicalStrategy
Temperature
readonly float
Type
readonly PlantType
PlantGenome
readonly struct
Plant genome - heritable traits with mutation.
INNOVATION: Genetics enable evolution and adaptation!
Source: SILVIA3DFlora.cs
Constants and Fields
AllelopathyStrength
readonly float
BranchingDensity
readonly float
BranchPattern
readonly BranchingPattern
DroughtTolerance
readonly float
FlowerColor
readonly GTColor
FlowerType
readonly FlowerType
FrostTolerance
readonly float
GrowthRate
readonly float
LeafColor
readonly GTColor
LeafPattern
readonly PhyllotaxyPattern
LeafSize_cm
readonly float
LeafType
readonly LeafType
MutationRate
readonly float
PollinatorAttraction
readonly float
RootType
readonly RootType
ShadeTolerance
readonly float
SlopePreference
readonly SlopeAffinity
VariationStyle
readonly ProceduralVariation
PollinationResult
readonly struct
Pollination event result.
Source: SILVIA3DFlora.cs
Constants and Fields
FlowerId
readonly int
GeneticDistance
readonly float
OffspringGenome
readonly PlantGenome
ParentPlantId
readonly int
PollinatorPlantId
readonly int
Success
readonly bool
RootSystem
readonly struct
Root system for water/nutrient uptake and competition.
INNOVATION: Underground networks compete and cooperate!
Source: SILVIA3DFlora.cs
Constants and Fields
BasePosition
readonly GTVector3
CompetingRootIds
readonly int[]
Depth_m
readonly float
MycorrhizalPartnerIds
readonly int[]
MycorrhizalStrength
readonly float
NutrientUptake
readonly float
PlantId
readonly int
Radius_m
readonly float
Type
readonly RootType
WaterUptake
readonly float
Seed
readonly struct
Seed as particle with genetic information.
INNOVATION: Seeds are particles that grow into plants!
Source: SILVIA3DFlora.cs
Constants and Fields
Age_days
readonly float
Genome
readonly PlantGenome
HasGerminated
readonly bool
HasLanded
readonly bool
ParentPlantId
readonly int
ParticleId
readonly int
PollinatorPlantId
readonly int
Position
readonly GTVector3
SpeciesType
readonly PlantType
Velocity
readonly GTVector3
Viability
readonly float
SlopeAnalysisResult
readonly struct
Slope analysis result for plant placement.
Source: SILVIA3DFlora.cs
Constants and Fields
Classification
readonly SlopeAffinity
IsFacingSun
readonly bool
IsOverhang
readonly bool
IsValley
readonly bool
PlacementSuitability
readonly float
SlopeDegrees
readonly float
SlopeNormal
readonly GTVector3
StemSegment
readonly struct
Stem/branch segment for L-system generation.
Recursive branching structure.
Source: SILVIA3DFlora.cs
Constants and Fields
BranchAngle_deg
readonly float
ChildSegmentIds
readonly int[]
EndPosition
readonly GTVector3
FlowerIds
readonly int[]
GenerationLevel
readonly int
GrowthDirection
readonly GTVector3
Id
readonly int
IsActive
readonly bool
LeafIds
readonly int[]
Length_cm
readonly float
ParentId
readonly int
PlantId
readonly int
Radius_cm
readonly float
StartPosition
readonly GTVector3
GTOS.SILVIA3D.Fonts
FontAtlas
struct
Font atlas (SDF texture containing all glyphs)
Source: SILVIA3DFontsCoreAtomics.cs
Constants and Fields
AtlasId
int
SDFPadding
float
SDFRange
float
TextureData
byte[]
TextureDataSize
int
TextureHeight
int
TextureWidth
int
FontDefinition
struct
Complete font definition
Source: SILVIA3DFontsCoreAtomics.cs
Constants and Fields
Ascent
float
Atlas
FontAtlas
Descent
float
FontId
int
GlyphCount
int
Glyphs
GlyphMetrics[]
KerningPairCount
int
KerningPairs
KerningPair[]
LineHeight
float
RenderingMode
FontRenderingMode
Style
FontStyle
UnderlinePosition
float
UnderlineThickness
float
UnicodeRangeCount
int
UnicodeRangeEnds
int[]
UnicodeRangeStarts
int[]
Weight
FontWeight
FontsCoreAtomics
static class
Core atomic calculations for font rendering using Signed Distance Fields (SDF).
SDF fonts provide:
- Resolution-independent rendering (sharp at any size)
- GPU-friendly (single texture lookup)
- Smooth edges with anti-aliasing
- Outline and shadow effects with zero additional memory
- Perfect for both 2D UI and 3D text in world space
MIL-SPEC: Zero allocation after initialization, deterministic, thread-safe.
Source: SILVIA3DFontsCoreAtomics.cs
Enumerations
FontRenderingMode
Font rendering techniques
Values: Bitmap, SDF, MSDF, Vector, InvalidParameter
Constants and Fields
CalculationFailure
const int
CalculationFailureFloat
const float
GlyphMetrics
struct
Font glyph metrics (individual character data)
Source: SILVIA3DFontsCoreAtomics.cs
Constants and Fields
AdvanceX
float
BearingY
float
CharCode
int
Height
float
SDFPadding
float
SDFRange
float
TexCoordHeight
float
TexCoordWidth
float
TexCoordX
float
TexCoordY
float
Width
float
KerningPair
struct
Kerning pair (spacing adjustment between two characters)
Source: SILVIA3DFontsCoreAtomics.cs
Constants and Fields
KerningOffset
float
LeftCharCode
int
RightCharCode
int
PositionedGlyph
struct
Positioned glyph for rendering
Source: SILVIA3DFontsCoreAtomics.cs
Constants and Fields
Color
GTVector4
GlyphIndex
int
Position
GTVector2
Rotation
float
Size
GTVector2
TexCoords
GTVector4
TextLayout
struct
Complete text layout (ready for rendering)
Source: SILVIA3DFontsCoreAtomics.cs
Constants and Fields
FontAtlasId
int
GlyphCount
int
Glyphs
PositionedGlyph[]
Measurement
TextMeasurement
Params
TextRenderParams
Methods
ConvertTrueTypeToSDF
FontDefinition ConvertTrueTypeToSDF ( byte[] ttfData, int ttfDataSize, float fontSize, float sdfRange, float sdfPadding )
Convert TrueType font to SDF atlas
TextMeasurement
struct
Measured text dimensions
Source: SILVIA3DFontsCoreAtomics.cs
Constants and Fields
BoundsMax
GTVector2
BoundsMin
GTVector2
CharacterCount
int
Height
float
LineCharCounts
int[]
LineCount
int
LineWidths
float[]
Width
float
TextRenderParams
struct
Text rendering parameters
Source: SILVIA3DFontsCoreAtomics.cs
Constants and Fields
Color
GTVector4
Effect
TextEffect
FontId
int
FontSize
float
GlowColor
GTVector4
GlowIntensity
float
HorizontalAlign
TextAlign
LetterSpacing
float
OutlineColor
GTVector4
OutlineWidth
float
ShadowColor
GTVector4
ShadowOffset
GTVector2
ShadowSoftness
float
Style
FontStyle
VerticalAlign
VerticalTextAlign
Weight
FontWeight
WrapMode
TextWrapMode
WrapWidth
float
GTOS.SILVIA3D.Graphing
DataSeries
struct
Data series for plotting
Source: SILVIA3DGraphingCoreAtomics.cs
Constants and Fields
color
GTColor32
label
string
lineStyle
LineStyle
lineThickness
float
markerSize
float
markerStyle
MarkerStyle
xData
double[]
yData
double[]
GraphContext
struct
Graph rendering context - configuration for graph generation
Does NOT store pixel data - use GenerateGraph() to get output array
Source: SILVIA3DGraphingCoreAtomics.cs
Constants and Fields
height
int
style
GraphStyle
viewport
GraphViewport
width
int
Graphing
static class
Source: SILVIA3DGraphingCoreAtomics.cs
GraphStyle
struct
Graph styling configuration
Source: SILVIA3DGraphingCoreAtomics.cs
Constants and Fields
axisColor
GTColor32
axisThickness
float
backgroundColor
GTColor32
Default
readonly GraphStyle
fontSize
int
gridColor
GTColor32
gridStyle
GridStyle
gridThickness
float
showAxisLabels
bool
showLegend
bool
textColor
GTColor32
GraphViewport
struct
Graph viewport - mathematical coordinate system
Source: SILVIA3DGraphingCoreAtomics.cs
Constants and Fields
maintainAspectRatio
bool
xScale
AxisScale
yScale
AxisScale
GTOS.SILVIA3D.HUD
ArtifactDiff
struct
Difference between two artifact versions
Source: HMIArtifact.cs
Constants and Fields
AddedCount
int
AddedElementIds
int[]
ModifiedCount
int
ModifiedElementIds
int[]
NewVersion
int
OldVersion
int
RemovedCount
int
RemovedElementIds
int[]
TextBufferDiffLength
int
TextBufferDiffOffset
int
ArtifactReferenceElement
struct
Reference to another HMIArtifact (embedding)
Source: HMIArtifact.cs
Constants and Fields
ArtifactId
int
ClipToBounds
int
IsInline
int
ScaleX
float
ScaleY
float
ArtifactStructureVersion
struct
Level 1: Artifact structure version.
Tracks changes to the element array (added/removed elements, reordering).
Changes RARELY (only when adding/removing sections).
Source: HMIArtifact.cs
Constants and Fields
AddedCount
int
AddedElementIds
int[]
ArtifactId
int
ElementCount
int
RemovedCount
int
RemovedElementIds
int[]
ReorderedCount
int
ReorderedElementIds
int[]
Timestamp
long
VersionNumber
int
AudioElement
struct
Audio playback element (recorded or streamed)
Complete audio player with scrubbing, loop points, waveform visualization
Source: HMIArtifact.cs
Constants and Fields
AlbumTextId
int
ArtistTextId
int
AudioBufferId
int
AudioBufferSize
int
Channels
int
Codec
AudioCodec
DurationTextId
int
FilePathId
int
IsMuted
int
LoopInPointSamples
long
LoopMode
MediaLoopMode
LoopOutPointSamples
long
NetworkIdOnLoopPointChange
int
NetworkIdOnPause
int
NetworkIdOnPlay
int
NetworkIdOnSeek
int
NetworkIdOnStop
int
PeakLeftLevel
float
PeakRightLevel
float
PlaybackPositionSamples
long
PlaybackPositionSeconds
float
PlaybackState
MediaPlaybackState
SampleRate
int
TitleTextId
int
TotalDurationSamples
long
TotalDurationSeconds
float
Volume
float
VUMeterLeftLevel
float
VUMeterRightLevel
float
WaveformData
float[]
WaveformDataPoints
int
BackendContext
struct
Backend context structure.
Source: SILVIA3DHUDBackend.cs
Constants and Fields
BackendType
HUDBackendType
FrameNumber
int
NativeContext
IntPtr
VSync
bool
WindowHandle
WindowHandle
BufferChange
struct
Single change within a buffer (insert, delete, replace).
Minimal representation: offset + length + new data.
Source: HMIArtifact.cs
Constants and Fields
ChangeType
int
Length
int
Offset
int
BufferDelta
struct
Delta change for a specific buffer (text, image, audio, video).
Only stores CHANGED regions, not entire buffer.
Source: HMIArtifact.cs
Constants and Fields
BufferId
int
BufferType
int
ChangeCount
int
Changes
BufferChange[]
ButtonElement
struct
Button UI element
Source: HMIArtifact.cs
Constants and Fields
DisabledStyle
StyleData
HoverStyle
StyleData
IconImageId
int
IsEnabled
int
LabelTextId
int
NetworkIdOnClick
int
NormalStyle
StyleData
PressedStyle
StyleData
CameraElement
struct
Camera input element (live video capture)
Source: HMIArtifact.cs
Constants and Fields
BackgroundBlur
int
Brightness
float
Codec
VideoCodec
Contrast
float
DeviceId
int
Height
int
IsRecording
int
Saturation
float
VideoBufferId
int
VideoBufferSize
int
VideoBufferWritePos
int
VirtualBackground
int
Width
int
ConferenceViewElement
struct
Conference view element (multi-participant layout)
Source: HMIArtifact.cs
Constants and Fields
ActiveSpeakerId
int
LayoutStyle
int
LocalParticipantId
int
MaxParticipants
int
ParticipantCameraIds
int[]
ParticipantCount
int
ParticipantMicIds
int[]
ShowAudioIndicators
int
ShowNameLabels
int
ContentBlobId
struct
Content blob identifier (hash-based content addressing).
Used for deduplication - identical content gets same hash.
Like git objects: content hash = unique identifier.
Source: HMIArtifact.cs
Constants and Fields
Hash
long
RefCount
int
Size
int
ContentDataVersion
struct
Level 3: Content version.
Tracks changes to type-specific data (text content, image data, etc.).
Changes FREQUENTLY (most common change type).
Each content element has its own independent version history.
Source: HMIArtifact.cs
Constants and Fields
ChangedFields
int
ContentType
HMIElementType
DataBlobId
ContentBlobId
DataSize
int
ElementId
int
Timestamp
long
VersionNumber
int
DrawCommand
struct
Draw command structure.
Source: SILVIA3DHUDBackend.cs
Constants and Fields
BlendMode
HUDBlendMode
CommandType
DrawCommandType
DataLength
int
DataOffset
int
Rotation
float
Transform
GTMatrix4x4
ElementDelta
struct
Element-level delta (for struct changes).
Tracks which fields changed in an element.
Example: TextElement - only Style.FontSize changed (4 bytes).
Source: HMIArtifact.cs
Constants and Fields
ChangeType
int
DataBlobId
ContentBlobId
ElementId
int
ElementType
HMIElementType
FieldMask
int
ElementMetadataVersion
struct
Level 2: Element metadata version.
Tracks changes to element metadata (layout, visibility, parent).
Changes OCCASIONALLY (when adjusting layout, showing/hiding elements).
Each element has its own independent version history.
Source: HMIArtifact.cs
Constants and Fields
ChangedFields
int
ElementId
int
IsEnabled
int
IsVisible
int
Layout
LayoutData
ParentElementId
int
Timestamp
long
VersionNumber
int
HierarchicalSnapshot
struct
Unified version snapshot (all 3 levels).
Combines artifact, element, and content changes into single snapshot.
Only stores what changed at each level.
EFFICIENCY:
78-page document, change text on page 42:
- ArtifactStructureVersion: No change (same elements)
- ElementMetadataVersion: No change (same layout)
- ContentDataVersion: ONE text element changed (100 bytes)
Total: ~200 bytes stored!
Source: HMIArtifact.cs
Constants and Fields
ArtifactChanged
int
ArtifactId
int
ArtifactVersion
ArtifactStructureVersion
CompressedSize
long
ContentVersionCount
int
ContentVersions
ContentDataVersion[]
ElementVersionCount
int
ElementVersions
ElementMetadataVersion[]
SnapshotId
int
Timestamp
long
UserTriggered
int
Methods
CreateArtifact
HMIArtifact CreateArtifact ( int maxElements, int maxTextSize, int maxImageSize, int maxAudioSize, int maxVideoSize )
Create an empty HMIArtifact with pre-allocated buffers
HMIArtifact
struct
Complete HMI Artifact - universal document format (Level 1: Artifact-level versioning)
Top-level version tracks element array structure (what elements exist, in what order).
Source: HMIArtifact.cs
Constants and Fields
ArtifactId
int
ArtifactVersion
int
AudioBuffer
byte[]
AudioBufferSize
int
AudioElementCount
int
AudioElements
AudioElement[]
AuthorTextId
int
ButtonElementCount
int
ButtonElements
ButtonElement[]
CameraElementCount
int
CameraElements
CameraElement[]
ConferenceViewElementCount
int
ConferenceViewElements
ConferenceViewElement[]
CreationTimestamp
long
ElementCount
int
Elements
HMIElement[]
HistoryCount
int
HistoryVersions
int[]
ImageBufferSize
int
ImageElementCount
int
ImageElements
ImageElement[]
LedgerElementCount
int
LedgerElements
LedgerElement[]
MaxHistorySize
int
MicrophoneElementCount
int
MicrophoneElements
MicrophoneElement[]
ModificationTimestamp
long
ReferenceElementCount
int
ReferenceElements
ArtifactReferenceElement[]
ScreenShareElementCount
int
ScreenShareElements
ScreenShareElement[]
SliderElementCount
int
SliderElements
SliderElement[]
TagCount
int
Tags
int[]
TextBuffer
char[]
TextBufferSize
int
TextElementCount
int
TextElements
TextElement[]
TitleTextId
int
VideoBuffer
byte[]
VideoBufferSize
int
VideoElementCount
int
VideoElements
VideoElement[]
Viewport3DElementCount
int
Viewport3DElements
Viewport3DElement[]
HMIArtifactCoreAtomics
static class
Universal document format for all HMI content.
Replaces PDF, HTML, email formats, UI layouts with a unified, calculable structure.
HMIArtifact is the foundational document type for GTOS - all content (web pages, emails,
3D scenes, video conferencing, dashboards) is represented as structured, calculable data
that can be queried, transformed, versioned, and rendered to any backend.
MIL-SPEC: Zero allocation after initialization, deterministic, thread-safe operations.
Source: HMIArtifact.cs
Enumerations
HMIElementType
Types of content elements in an HMIArtifact
Values: Text, Image, Audio, Video, Microphone, Camera, Button, Slider, Toggle, InputField, Viewport3D, Ledger, Table, ArtifactReference, Canvas2D, Graph, ConferenceView, ScreenShare, InvalidParameter
Constants and Fields
CalculationFailure
const int
HMIElement
struct
A single element in the artifact (Level 2: Element-level versioning)
Tracks metadata changes (layout, visibility) independent of content changes.
Source: HMIArtifact.cs
Constants and Fields
DataOffset
int
ElementId
int
ElementVersion
int
IsEnabled
int
IsVisible
int
Layout
LayoutData
Type
HMIElementType
HUDAirspeedIndicator
struct
HUD Airspeed Indicator - Shows aircraft airspeed.
Displays indicated airspeed (IAS) in knots.
Source: SILVIA3DHUDComponents.cs
Enumerations
HUDTextAlign
Text alignment options.
Values: Left, Center, Right
HUDVisibility
Component visibility state.
Values: Hidden, Visible, Collapsed
IndicatorLightStyle
Indicator light animation style.
Values: Solid, Pulsing, Flashing
WaypointType
Navigation waypoint classifications.
Values: General, Airport, VOR, NDB, Intersection, Runway, Emergency, InvalidParameter
Constants and Fields
CautionColor
GTVector4
FaceColor
GTVector4
HasOutline
bool
Id
uint
MaxSpeed
float
NeedleColor
GTVector4
Opacity
float
OutlineColor
GTVector4
OutlineThickness
float
Position
GTVector2
Radius
float
ShowCautionRange
bool
ShowVne
bool
TextureId
int
TickColor
GTVector4
Visible
bool
VneColor
GTVector4
ZOrder
int
HUDAltimeter
struct
HUD Altimeter (Three-Hand) - Shows aircraft altitude.
Three hands: Thousands (slow), Hundreds (medium), Tens/Units (fast).
Source: SILVIA3DHUDComponents.cs
Constants and Fields
Altitude
float
FaceColor
GTVector4
HasOutline
bool
HundredsHandColor
GTVector4
Id
uint
Opacity
float
OutlineColor
GTVector4
OutlineThickness
float
Position
GTVector2
Radius
float
ShowBaroSetting
bool
ShowHundreds
bool
ShowTens
bool
ShowThousands
bool
TensHandColor
GTVector4
TextureId
int
ThousandsHandColor
GTVector4
TickColor
GTVector4
Visible
bool
ZOrder
int
HUDAltitudeGauge
struct
Altitude or depth gauge with rate-of-change indicator.
Source: SILVIA3DHUDComponents.cs
Constants and Fields
Center
GTVector2
CurrentAltitude
float
FaceColor
uint
IsDepthGauge
byte
IsEnabled
byte
IsVisible
byte
MarkingColor
uint
MaxAltitude
float
MinAltitude
float
NeedleColor
uint
Radius
float
RateNeedleColor
uint
RateOfChange
float
HUDAnalogDial
struct
Analog dial/gauge with needle and tick marks for displaying analog values.
Source: SILVIA3DHUDComponents.cs
Constants and Fields
BorderColor
uint
Center
GTVector2
FaceColor
uint
IsEnabled
byte
IsVisible
byte
MarkingColor
uint
MaxValue
float
MinValue
float
NeedleColor
uint
Radius
float
StartAngle
float
SweepAngle
float
Value
float
HUDAttitudeIndicator
struct
HUD Attitude Indicator (Artificial Horizon) - Shows aircraft pitch and roll.
Essential flight instrument for spatial orientation.
Source: SILVIA3DHUDComponents.cs
Constants and Fields
GroundColor
GTVector4
HasOutline
bool
HorizonLineColor
GTVector4
Id
uint
Opacity
float
OutlineColor
GTVector4
OutlineThickness
float
PitchLadderColor
GTVector4
PitchScale
float
Position
GTVector2
Radius
float
RollIndicatorColor
GTVector4
ShowPitchLadder
bool
ShowRollIndicator
bool
ShowSlipIndicator
bool
SkyColor
GTVector4
TextureId
int
Visible
bool
ZOrder
int
HUDBackend
static class
HUD Backend - Rendering backend abstraction for HUD systems.
WHAT IT DOES:
Translates high-level draw commands into backend-specific API calls.
Supports multiple rendering backends through unified interface.
TECHNICAL: MIL-SPEC backend abstraction for cross-platform rendering
Source: SILVIA3DHUDBackend.cs
HUDBackground
struct
HUD Background - Background image or solid color fill.
Source: SILVIA3DHUDComponents.cs
Constants and Fields
Color
GTVector4
HasOutline
bool
Id
uint
ImageOffset
GTVector2
ImageScale
GTVector2
Opacity
float
OutlineColor
GTVector4
OutlineThickness
float
Position
GTVector2
Size
GTVector2
TextureId
int
TileImage
bool
Visible
bool
ZOrder
int
HUDButton
struct
HUD Button - Clickable button with hover/press states.
Source: SILVIA3DHUDComponents.cs
Constants and Fields
DisabledColor
GTVector4
Enabled
bool
HasOutline
bool
HoverColor
GTVector4
Id
uint
IsHovered
bool
IsPressed
bool
IsToggle
bool
IsToggled
bool
NormalColor
GTVector4
Opacity
float
OutlineColor
GTVector4
OutlineThickness
float
Position
GTVector2
PressedColor
GTVector4
Size
GTVector2
TextureId
int
Visible
bool
ZOrder
int
HUDCompassRose
struct
HUD Compass Rose - Circular compass with cardinal directions.
Can be used standalone or as part of navigation display.
Source: SILVIA3DHUDComponents.cs
Constants and Fields
CardinalColor
GTVector4
DegreeMarkColor
GTVector4
HasOutline
bool
Id
uint
IntercardinalColor
GTVector4
Opacity
float
OutlineColor
GTVector4
OutlineThickness
float
PointerColor
GTVector4
Position
GTVector2
Radius
float
ShowCardinal
bool
ShowDegrees
bool
ShowIntercardinal
bool
TextureId
int
Visible
bool
ZOrder
int
HUDCompassRoseDisplay
struct
Compass rose with bearing indicators and target bearing display.
Source: SILVIA3DHUDComponents.cs
Constants and Fields
Center
GTVector2
CurrentHeading
float
FaceColor
uint
HasTargetBearing
byte
IsEnabled
byte
IsVisible
byte
MarkingColor
uint
NeedleColor
uint
Radius
float
TargetBearing
float
TargetColor
uint
HUDCoreAtomics
static class
HUD Core Atomics - Atomic calculations for HUD rendering and interaction.
WHAT IT DOES:
Provides fundamental atomic operations for HUD systems including
rendering primitives, input processing, text layout, and performance monitoring.
TECHNICAL: MIL-SPEC atomic calculations for HUD systems
Source: SILVIA3DHUDCoreAtomics.cs
Methods
Calculate2DViewMatrix
GTMatrix4x4 Calculate2DViewMatrix ( GTVector3 position, float zoom, float rotation )
Calculate 2D View Matrix - Create view matrix for 2D HUD rendering.
WHAT IT DOES:
Creates a 2D view matrix for HUD camera positioning and zooming,
supporting both 2D and 3D positioning for layered HUD elements.
INPUTS:
- position: Camera position (X,Y for 2D, Z for depth layering)
- zoom: Zoom factor (1.0 = normal, >1.0 = zoom in, <1.0 = zoom out)
- rotation: Rotation angle in degrees
OUTPUTS:
- 4x4 view matrix for 2D rendering
- Matrix ready for OpenGL/DirectX pipeline
ALGORITHM:
1. Create translation matrix for position
2. Create rotation matrix for orientation
3. Create scale matrix for zoom
4. Combine matrices in correct order
TECHNICAL: 2D view matrix calculation for HUD rendering
HUDCourseDeviationIndicator
struct
Course Deviation Indicator for ILS/VOR navigation.
Source: SILVIA3DHUDComponents.cs
Constants and Fields
BackgroundColor
uint
BearingToStation
float
Center
GTVector2
CourseDeviation
float
FlagColor
uint
HasValidSignal
byte
Height
float
IsApproachMode
byte
IsEnabled
byte
IsVisible
byte
NeedleColor
uint
ScaleColor
uint
Width
float
HUDDial
struct
HUD Dial - Rotary dial control (knob).
Source: SILVIA3DHUDComponents.cs
Constants and Fields
CurrentValue
float
DialColor
GTVector4
Enabled
bool
Id
uint
IsDragging
bool
IsHovered
bool
MaxValue
float
MinValue
float
Opacity
float
PointerColor
GTVector4
Position
GTVector2
Radius
float
ShowTicks
bool
TextureId
int
TickColor
GTVector4
TickCount
int
Visible
bool
ZOrder
int
HUDDualRotaryEncoder
struct
HUD Dual Rotary Encoder - Two concentric rotary encoders.
Common in aircraft avionics for radio frequency tuning, navigation, etc.
Outer encoder: Coarse adjustment (MHz)
Inner encoder: Fine adjustment (KHz)
Source: SILVIA3DHUDComponents.cs
Constants and Fields
Enabled
bool
Id
uint
InnerColor
GTVector4
InnerCurrentValue
float
InnerIsDragging
bool
InnerIsHovered
bool
InnerMaxValue
float
InnerMinValue
float
InnerRadius
float
InnerStepSize
float
InnerTextureId
int
InnerTickCount
int
Opacity
float
OuterColor
GTVector4
OuterCurrentValue
float
OuterIsDragging
bool
OuterIsHovered
bool
OuterMaxValue
float
OuterMinValue
float
OuterRadius
float
OuterStepSize
float
OuterTextureId
int
OuterTickCount
int
Position
GTVector2
ShowTicks
bool
ShowValues
bool
TextColor
GTVector4
TickColor
GTVector4
Visible
bool
ZOrder
int
HUDExecutionEngine
static class
HUD Execution Engine - Network execution and rendering for HUD systems.
WHAT IT DOES:
Executes HUD networks from SILVIA3DHUDNetworks.cs, translates network
results into backend draw commands, and manages window/rendering lifecycle.
DEVELOPER WORKFLOW:
1. Add atomic calculation to SILVIA3DHUDCoreAtomics.cs
2. Add network node to SILVIA3DHUDNetworks.cs
3. This execution engine handles it automatically
TECHNICAL: MIL-SPEC HUD execution engine with backend abstraction
Source: HUDExecutionEngine.cs
HUDFlightStick
struct
HUD Flight Stick - Visual representation of flight stick position.
Shows pitch and roll input from joystick/yoke.
Source: SILVIA3DHUDComponents.cs
Constants and Fields
BaseColor
GTVector4
DeadZoneColor
GTVector4
HasOutline
bool
Id
uint
Opacity
float
OutlineColor
GTVector4
OutlineThickness
float
Position
GTVector2
Radius
float
ShowDeadZone
bool
StickColor
GTVector4
StickOffset
GTVector2
TextureId
int
Visible
bool
ZOrder
int
HUDFontMetrics
readonly struct
Font metrics structure.
Source: SILVIA3DHUDCoreAtomics.cs
Constants and Fields
CharacterWidths
readonly float[]
LineHeight
readonly float
HUDFramebufferBackend
static class
HUD Framebuffer Backend - Direct pixel rendering for HUD components.
Renders all HUD component types to byte array framebuffer.
Zero GPU dependencies, works with GDI+ BitBlt or Vulkan compute.
Source: SILVIA3DHUDFramebufferBackend.cs
Methods
PointInCircle
bool PointInCircle ( GTVector2 point, GTVector2 center, float radius )
Check if point is inside circle (for dials, gauges, indicators).
Use with Input.GetMousePosition() for hit testing circular UI elements.
HUDGauge
struct
HUD Gauge - Circular gauge with needle pointer (speedometer-style).
Source: SILVIA3DHUDComponents.cs
Constants and Fields
CriticalColor
GTVector4
CriticalThreshold
float
CurrentValue
float
Id
uint
MaxValue
float
MinValue
float
NeedleColor
GTVector4
NormalColor
GTVector4
Opacity
float
Position
GTVector2
Radius
float
ShowNeedle
bool
ShowTicks
bool
TextureId
int
TickColor
GTVector4
TickCount
int
Visible
bool
WarningColor
GTVector4
WarningThreshold
float
ZOrder
int
HUDGPSDisplay
struct
GPS/Navigation display with waypoints and current position.
Source: SILVIA3DHUDComponents.cs
Constants and Fields
BackgroundColor
uint
BorderColor
uint
CurrentPositionColor
uint
GridColor
uint
IsEnabled
byte
IsVisible
byte
MapScale
float
Position
GTVector2
Size
GTVector2
WaypointColor
uint
HUDHeadingIndicator
struct
HUD Heading Indicator (Directional Gyro) - Shows aircraft heading.
Displays compass rose with current heading and optional heading bug.
Source: SILVIA3DHUDComponents.cs
Constants and Fields
CardinalColor
GTVector4
CompassRoseColor
GTVector4
HasOutline
bool
HeadingBugColor
GTVector4
Id
uint
Opacity
float
OutlineColor
GTVector4
OutlineThickness
float
PointerColor
GTVector4
Position
GTVector2
Radius
float
ShowBugIndicator
bool
ShowCardinalDirections
bool
ShowDegreeMarkers
bool
TextureId
int
Visible
bool
ZOrder
int
HUDHorizonIndicator
struct
HUD Horizon Indicator - Simplified artificial horizon (flat display).
Shows pitch and roll relative to horizon line.
Source: SILVIA3DHUDComponents.cs
Constants and Fields
AircraftSymbolColor
GTVector4
GroundColor
GTVector4
HasOutline
bool
HorizonLineColor
GTVector4
Id
uint
Opacity
float
OutlineColor
GTVector4
OutlineThickness
float
PitchScale
float
Position
GTVector2
ShowAircraftSymbol
bool
ShowPitchLines
bool
Size
GTVector2
SkyColor
GTVector4
TextureId
int
Visible
bool
ZOrder
int
HUDIndicatorLight
struct
Indicator light with animation support for status display.
Source: SILVIA3DHUDComponents.cs
Constants and Fields
BorderColor
uint
Center
GTVector2
IsEnabled
byte
IsOn
byte
IsVisible
byte
OffColor
uint
OnColor
uint
Radius
float
Style
IndicatorLightStyle
HUDInputState
struct
Input state structure.
Source: SILVIA3DHUDWindow.cs
Constants and Fields
MouseDelta
GTVector2
MousePosition
GTVector2
ScrollDelta
float
TextInput
string
HUDMargin
readonly struct
Margin structure for layout.
Source: SILVIA3DHUDCoreAtomics.cs
HUDMemoryUsage
readonly struct
Memory usage structure.
Source: SILVIA3DHUDCoreAtomics.cs
Constants and Fields
BufferMemory
readonly int
TextureMemory
readonly int
TotalMemory
readonly int
HUDNetworks
static class
HUD Networks - Draw command pipeline networks for HUD systems.
WHAT IT DOES:
Creates execution networks that prepare draw commands for HUD rendering
without calling rendering APIs directly. Supports multiple backends
and integrates with 3D grid-based desktop environments.
TECHNICAL: MIL-SPEC draw command pipeline networks for HUD systems
Source: SILVIA3DHUDNetworks.cs
HUDPanel
struct
HUD Panel - Rectangular container for grouping UI elements.
Source: SILVIA3DHUDComponents.cs
Constants and Fields
BackgroundColor
GTVector4
BackgroundTextureId
int
HasOutline
bool
Id
uint
Opacity
float
OutlineColor
GTVector4
OutlineThickness
float
Position
GTVector2
Size
GTVector2
Visible
bool
HUDPowerBar
struct
Power bar/linear gauge with threshold indicators for monitoring levels.
Source: SILVIA3DHUDComponents.cs
Constants and Fields
BackgroundColor
uint
BorderColor
uint
DangerColor
uint
DangerThreshold
float
FillColor
uint
IsEnabled
byte
IsVertical
byte
IsVisible
byte
MaxValue
float
MinValue
float
Position
GTVector2
Size
GTVector2
Value
float
HUDProgressBar
struct
HUD Progress Bar - Linear progress/power bar.
Source: SILVIA3DHUDComponents.cs
Constants and Fields
BackgroundColor
GTVector4
BackgroundTextureId
int
CriticalColor
GTVector4
CriticalThreshold
float
CurrentValue
float
FillColor
GTVector4
FillTextureId
int
HasOutline
bool
Id
uint
IsVertical
bool
MaxValue
float
MinValue
float
Opacity
float
OutlineColor
GTVector4
OutlineThickness
float
Position
GTVector2
ReverseDirection
bool
ShowPercentage
bool
Size
GTVector2
Visible
bool
WarningColor
GTVector4
WarningThreshold
float
ZOrder
int
HUDRectangle
readonly struct
HUD rectangle structure.
Source: SILVIA3DHUDCoreAtomics.cs
HUDRotaryEncoder
struct
Rotary encoder with detents for precise value input.
Source: SILVIA3DHUDComponents.cs
Constants and Fields
Angle
float
BorderColor
uint
Center
GTVector2
DetentCount
int
IsEnabled
byte
IsVisible
byte
KnobColor
uint
MarkerColor
uint
MaxAngle
float
MinAngle
float
Radius
float
HUDSlider
struct
HUD Slider - Linear slider control with draggable handle.
Source: SILVIA3DHUDComponents.cs
Constants and Fields
CurrentValue
float
Enabled
bool
HandleColor
GTVector4
HandleOffset
GTVector2
HandleSize
GTVector2
HandleTextureId
int
HasOutline
bool
Id
uint
IsDragging
bool
IsVertical
bool
MaxValue
float
MinValue
float
Opacity
float
OutlineColor
GTVector4
OutlineThickness
float
Position
GTVector2
Size
GTVector2
SnapToStep
bool
StepSize
float
TrackColor
GTVector4
TrackTextureId
int
Visible
bool
ZOrder
int
HUDTextInput
struct
HUD Text Input - Editable text input field.
Source: SILVIA3DHUDComponents.cs
Constants and Fields
BackgroundColor
GTVector4
BackgroundTextureId
int
CursorBlinkTime
float
CursorPosition
int
Enabled
bool
FocusedOutlineColor
GTVector4
FontId
int
FontSize
float
HasBackground
bool
HasOutline
bool
Id
uint
IsFocused
bool
IsPassword
bool
IsReadOnly
bool
MaxLength
int
Opacity
float
OutlineColor
GTVector4
OutlineThickness
float
PasswordChar
char
PlaceholderBufferOffset
int
PlaceholderColor
GTVector4
PlaceholderLength
int
Position
GTVector2
ShowCursor
bool
Size
GTVector2
TextBufferOffset
int
TextColor
GTVector4
TextLength
int
Visible
bool
ZOrder
int
HUDTextLabel
struct
HUD Text Label - Static text display.
Source: SILVIA3DHUDComponents.cs
Constants and Fields
BackgroundColor
GTVector4
BackgroundTextureId
int
FontId
int
FontSize
float
HasBackground
bool
HasOutline
bool
Id
uint
LineHeight
float
Opacity
float
OutlineColor
GTVector4
OutlineThickness
float
Position
GTVector2
Size
GTVector2
TextAlignment
byte
TextBufferOffset
int
TextColor
GTVector4
TextLength
int
Visible
bool
WordWrap
bool
ZOrder
int
HUDTextReadout
struct
HUD Text Readout - Dynamic text display for numeric values.
Source: SILVIA3DHUDComponents.cs
Constants and Fields
AutoUpdate
bool
BackgroundColor
GTVector4
BackgroundTextureId
int
CurrentValue
float
FontId
int
FontSize
float
FormatBufferOffset
int
FormatLength
int
HasBackground
bool
HasOutline
bool
Id
uint
LastUpdateTime
float
Opacity
float
OutlineColor
GTVector4
OutlineThickness
float
Position
GTVector2
Size
GTVector2
TextAlignment
byte
TextBufferOffset
int
TextColor
GTVector4
TextLength
int
UpdateRate
float
Visible
bool
ZOrder
int
HUDTextureCoordinates
readonly struct
Texture coordinates structure.
Source: SILVIA3DHUDCoreAtomics.cs
HUDThrottleQuadrant
struct
HUD Throttle Quadrant - Multi-engine throttle control.
Displays throttle position for 1-4 engines.
Source: SILVIA3DHUDComponents.cs
Constants and Fields
Enabled
bool
EngineCount
int
Handle1Offset
GTVector2
Handle2Offset
GTVector2
Handle3Offset
GTVector2
Handle4Offset
GTVector2
HandleColor
GTVector4
HasOutline
bool
Id
uint
IsDragging1
bool
IsDragging2
bool
IsDragging3
bool
IsDragging4
bool
Opacity
float
OutlineColor
GTVector4
OutlineThickness
float
Position
GTVector2
Size
GTVector2
TextureId
int
TrackColor
GTVector4
Visible
bool
ZOrder
int
HUDTurnCoordinator
struct
HUD Turn Coordinator - Shows rate of turn and slip/skid.
Combines turn indicator (aircraft symbol) and slip indicator (ball).
Source: SILVIA3DHUDComponents.cs
Constants and Fields
AircraftBankAngle
float
AircraftColor
GTVector4
BallColor
GTVector4
BallOffset
float
HasOutline
bool
Id
uint
Opacity
float
OutlineColor
GTVector4
OutlineThickness
float
Position
GTVector2
Radius
float
ShowStandardRate
bool
TextureId
int
TickColor
GTVector4
Visible
bool
ZOrder
int
HUDVerticalSpeedIndicator
struct
HUD Vertical Speed Indicator (VSI) - Shows aircraft rate of climb/descent.
Displays vertical speed in feet per minute (fpm).
Source: SILVIA3DHUDComponents.cs
Constants and Fields
FaceColor
GTVector4
HasOutline
bool
Id
uint
NeedleColor
GTVector4
Opacity
float
OutlineColor
GTVector4
OutlineThickness
float
Position
GTVector2
Radius
float
ShowTicks
bool
TextureId
int
TickColor
GTVector4
Visible
bool
ZOrder
int
HUDWindow
static class
HUD Window Management - OS-level window primitives for HUD systems.
WHAT IT DOES:
Creates and manages OS windows, polls input events, and coordinates
with rendering backends. Pure function-based, zero state, zero allocation.
TECHNICAL: MIL-SPEC window management for cross-platform HUD rendering
Source: SILVIA3DHUDWindow.cs
HUDWindowComponent
struct
HUD Window Component - Movable/resizable window container with title bar.
Source: SILVIA3DHUDComponents.cs
Constants and Fields
BackgroundColor
GTVector4
BackgroundTextureId
int
HasOutline
bool
HasTitleBar
bool
Id
uint
IsMaximized
bool
IsMinimized
bool
MaxSize
GTVector2
MinSize
GTVector2
Movable
bool
Opacity
float
OutlineColor
GTVector4
OutlineThickness
float
Position
GTVector2
Resizable
bool
Size
GTVector2
TitleBarColor
GTVector4
TitleBarHeight
float
Visible
bool
ZOrder
int
HUDWindowEvent
struct
Window event structure.
Source: SILVIA3DHUDWindow.cs
Enumerations
HUDWindowEventType
Window event types.
Values: None, Resize, Move, Close, Focus, Blur, Minimize, Maximize, Restore
HUDWindowResult
Window operation result codes.
Values: Success, InvalidHandle, InvalidDimensions, InvalidTitle, WindowCreationFailed, WindowDestructionFailed, WindowResizeFailed, WindowMoveFailed, PlatformNotSupported
Constants and Fields
CloseRequested
bool
EventType
HUDWindowEventType
ImageElement
struct
Image content element (Level 3: Content-level versioning)
Source: HMIArtifact.cs
Constants and Fields
ContentVersion
int
Format
int
Height
int
ImageBufferId
int
IsInteractive
int
ScaleX
float
ScaleY
float
Width
int
LayoutData
struct
Layout information for an element
Source: HMIArtifact.cs
Constants and Fields
HAlign
HorizontalAlign
Height
float
Margin
float
Mode
LayoutMode
Padding
float
VAlign
VerticalAlign
Width
float
X
float
Y
float
ZIndex
int
LedgerCell
struct
Table/Ledger cell
Source: HMIArtifact.cs
Constants and Fields
DataType
CellDataType
FormulaId
int
IsEditable
int
NumericValue
double
StringValueId
int
Style
StyleData
LedgerElement
struct
Table/Ledger structure
Source: HMIArtifact.cs
Constants and Fields
Cells
LedgerCell[]
ColumnCount
int
ColumnWidths
int[]
HeaderRowCount
int
HeaderStyle
StyleData
RowCount
int
RowHeights
int[]
MicrophoneElement
struct
Microphone input element (live audio capture)
Source: HMIArtifact.cs
Constants and Fields
AudioBufferId
int
AudioBufferSize
int
AudioBufferWritePos
int
BitDepth
int
Channels
int
Codec
AudioCodec
DeviceId
int
IsMuted
int
IsRecording
int
ProcessingMode
AudioProcessingMode
ScreenShareElement
struct
Screen share element (capture local screen or receive remote)
Source: HMIArtifact.cs
Constants and Fields
CaptureRegionHeight
int
CaptureRegionWidth
int
CaptureRegionX
int
CaptureRegionY
int
Codec
VideoCodec
FrameRate
int
Height
int
ShowCursor
int
VideoBufferId
int
Width
int
SliderElement
struct
Slider UI element
Source: HMIArtifact.cs
Constants and Fields
CurrentValue
float
MaxValue
float
MinValue
float
NetworkIdOnChange
int
Orientation
int
StepSize
float
ThumbStyle
StyleData
TrackStyle
StyleData
StyleData
struct
Style information for visual rendering
Source: HMIArtifact.cs
Constants and Fields
BackgroundColor
GTVector4
BorderColor
GTVector4
BorderRadius
float
BorderWidth
float
FontSize
int
FontWeight
int
ForegroundColor
GTVector4
Opacity
float
TextElement
struct
Text content element (Level 3: Content-level versioning)
Tracks text content changes (most frequent changes).
Source: HMIArtifact.cs
Constants and Fields
ContentVersion
int
IsEditable
int
SelectionEnd
int
SelectionStart
int
Style
StyleData
TextBufferId
int
TextLength
int
VersionHistory
struct
Version history for an artifact.
Array of snapshots, ordered by version number.
Source: HMIArtifact.cs
Constants and Fields
ArtifactId
int
BaseVersionInterval
int
MaxSnapshots
int
SnapshotCount
int
Snapshots
VersionSnapshot[]
TotalStorageBytes
long
VersionQuery
struct
Query for navigating version history.
"Show me version 5"
"Show me what TextBuffer looked like in version 3"
"Show me all versions where I changed the 3D viewport"
Source: HMIArtifact.cs
Enumerations
VersionLevel
Hierarchical versioning levels (3-tier system).
Each level tracks changes independently with sequential version numbers.
DESIGN PHILOSOPHY:
- Most changes are at Content level (changing text, adjusting styles)
- Fewer changes at Element level (moving elements, changing visibility)
- Rare changes at Artifact level (adding/removing elements)
This minimizes version overhead - you only version what changed at each level!
Values: Artifact, Element, Content
Constants and Fields
ArtifactId
int
ElementId
int
ElementTypeFilter
HMIElementType
TargetVersionNumber
int
TimestampEnd
long
TimestampStart
long
UserTriggeredOnly
int
VersionSnapshot
struct
VersionSnapshot: Complete version metadata + deltas.
Stores ONLY what changed since previous version.
Triggered externally by user action (button, voice, autosave).
DESIGN:
- Base version (v1): Full document (500 MB)
- Delta version (v2): Only changes (200 bytes)
- Reconstruct v2: Load v1 + apply delta
- Content deduplication: Unchanged buffers share same ContentBlobId
EXAMPLE:
78-page document, change one number:
- TextBuffer: 1 MB unchanged, 100 bytes changed
- BufferDelta: offset=54231, length=100, dataBlobId=0xABCD1234
- Total snapshot size: ~200 bytes (metadata + delta)
Source: HMIArtifact.cs
Constants and Fields
ArtifactId
int
BufferDeltaCount
int
BufferDeltas
BufferDelta[]
CompressedSize
long
DescriptionTextId
int
ElementDeltaCount
int
ElementDeltas
ElementDelta[]
IsBaseVersion
int
ReferencedBlobCount
int
ReferencedBlobs
ContentBlobId[]
SnapshotId
int
TagCount
int
Tags
int[]
Timestamp
long
UncompressedSize
long
VersionNumber
int
VideoElement
struct
Video playback element (recorded or streamed)
Complete video player with scrubbing, thumbnails, chapter markers
Source: HMIArtifact.cs
Constants and Fields
ActiveSubtitleTrackId
int
AspectRatioX
int
AspectRatioY
int
AudioCodec
AudioCodec
AudioWaveformData
float[]
BitrateKbps
int
ChapterCount
int
ChapterMarkerFrames
long[]
ChapterTitleIds
int[]
Codec
VideoCodec
CurrentFrame
long
CurrentResolutionHeight
int
CurrentResolutionWidth
int
CurrentSubtitleTextId
int
DurationTextId
int
FilePathId
int
FrameRate
int
Height
int
IsMuted
int
LoopInPointFrame
long
LoopMode
MediaLoopMode
LoopOutPointFrame
long
NetworkIdOnChapterChange
int
NetworkIdOnPause
int
NetworkIdOnPlay
int
NetworkIdOnSeek
int
NetworkIdOnStop
int
NetworkIdOnSubtitleChange
int
PlaybackPositionSeconds
float
PlaybackState
MediaPlaybackState
SubtitleTrackCount
int
SubtitleTrackIds
int[]
ThumbnailCount
int
ThumbnailImageIds
int[]
ThumbnailIntervalFrames
int
TitleTextId
int
TotalDurationSeconds
float
TotalFrames
long
VideoBufferId
int
VideoBufferSize
int
Volume
float
VUMeterLevel
float
WaveformDataPoints
int
Width
int
Viewport3DElement
struct
3D viewport element
Source: HMIArtifact.cs
Constants and Fields
CameraPositionX
float
CameraPositionY
float
CameraPositionZ
float
CameraRotationX
float
CameraRotationY
float
CameraRotationZ
float
FieldOfView
float
IsInteractive
int
SceneGraphRootId
int
WindowDescriptor
struct
Window descriptor for creation.
Source: SILVIA3DHUDWindow.cs
Constants and Fields
BackendType
HUDBackendType
Height
int
Resizable
bool
Title
string
Visible
bool
VSync
bool
Width
int
X
int
Y
int
WindowHandle
struct
Window handle structure.
Source: SILVIA3DHUDWindow.cs
Constants and Fields
BackendType
HUDBackendType
CreationTime
long
Height
int
NativeHandle
IntPtr
Width
int
GTOS.SILVIA3D.Images
BitmapRGBA
struct
Raw RGBA bitmap - THE internal format for GTOS.
No headers, no compression, just raw pixel data.
Perfect for GPU upload, calculations, and zero-overhead processing.
Source: SILVIA3DImagesCoreAtomics.cs
Constants and Fields
BitmapId
int
ColorSpace
ColorSpace
CreationTimeTicks
long
DataSize
int
Height
int
ModificationTimeTicks
long
OriginalFormat
int
PixelCount
int
Width
int
ImageExportResult
struct
Image export result
Source: SILVIA3DImagesCoreAtomics.cs
Constants and Fields
EncodedData
byte[]
EncodedDataSize
int
ErrorCode
int
Format
ImageFormat
Success
int
Methods
ImportPNG
ImageImportResult ImportPNG ( byte[] pngData, int dataSize )
Import PNG to raw RGBA bitmap (RECOMMENDED)
ImageImportResult
struct
Image import result
Source: SILVIA3DImagesCoreAtomics.cs
Constants and Fields
Bitmap
BitmapRGBA
ErrorCode
int
OriginalFormat
ImageFormat
Success
int
ImagesCoreAtomics
static class
Core atomic calculations for image handling in GTOS.
DESIGN PHILOSOPHY:
- External format: PNG (lossless, alpha, compact, universal)
- Internal format: Raw RGBA bitmap (zero overhead, GPU-ready, calculable)
- Import/Export networks handle format conversion
- Inside GTOS: Headers are discarded, only raw pixel data matters
MIL-SPEC: Zero allocation after initialization, deterministic, thread-safe.
Source: SILVIA3DImagesCoreAtomics.cs
Enumerations
ImageFormat
External image formats (for import/export only)
Values: PNG, JPEG, BMP, TIFF, GIF, WebP, TGA, DDS, KTX, InvalidParameter
Constants and Fields
CalculationFailure
const int
SystemIcon
struct
System icon definition (pre-loaded icons)
Source: SILVIA3DImagesCoreAtomics.cs
Constants and Fields
DefaultVariantIndex
int
IconId
int
IconNameId
int
VariantCount
int
GTOS.SILVIA3D.Materials
LightingResult
readonly struct
PBR lighting result.
Source: SILVIA3DMaterialsCoreAtomics.cs
Constants and Fields
Diffuse
readonly GTVector3
FinalColor
readonly GTVector3
Specular
readonly GTVector3
LightProperties
readonly struct
Light properties for PBR calculations.
Source: SILVIA3DMaterialsCoreAtomics.cs
Constants and Fields
Color
readonly GTVector3
Direction
readonly GTVector3
Intensity
readonly float
Position
readonly GTVector3
Range
readonly float
SpotAngle
readonly float
MaterialAtomics
static class
Material and PBR rendering atomic calculations.
MIL SPEC compliant: deterministic, zero-allocation, real-time safe.
Implements industry-standard BRDF models and physically accurate lighting.
CHEMISTRY INTEGRATION: Uses real element data for physically accurate
refractive indices, blackbody radiation, spectral emission.
Source: SILVIA3DMaterialsCoreAtomics.cs
OpticalSurfaceProperties
readonly struct
Optical surface properties for physics-based rendering (REAL PHYSICS!).
Multi-spectral data across UV, Visible, NIR, and Thermal bands.
Different vision systems (human, bird, snake, thermal) can pick appropriate layers.
This is the REAL DEAL - actual optical physics from quantum mechanics!
Vision Type Mappings:
- Human: AlbedoVisible (380-700nm standard RGB)
- Bird/Insect: AlbedoVisible + AlbedoUV (tetrachromat + UV patterns)
- Snake Pit Organ: ThermalEmission (3-14μm infrared)
- Night Vision: AlbedoNIR (700-1400nm near-infrared)
- Thermal Camera: Emissivity * ThermalEmission
- UV Photography: AlbedoUV + UVFluorescence
Source: SILVIA3DMaterialsCoreAtomics.cs
Constants and Fields
Alpha
readonly float
AmbientOcclusion
readonly float
FluorescenceColor
readonly GTVector3
LightingModel
readonly LightingModel
Metallic
readonly float
Roughness
readonly float
SurfaceType
readonly SurfaceType
Temperature_K
readonly float
ThermalEmission
readonly GTVector3
UVFluorescence
readonly float
GTOS.SILVIA3D.Mesh
AtomicBond
readonly struct
Atomic bond representation (edge in ball-and-stick model).
Source: SILVIA3DMesh.cs
Constants and Fields
Atom1Index
readonly int
Atom2Index
readonly int
BondColor
readonly Color
BondOrder
readonly int
BallAndStickMesh
readonly struct
Ball-and-stick mesh result for molecular/crystal visualization.
Source: SILVIA3DMesh.cs
Constants and Fields
AtomCount
readonly int
AtomsMesh
readonly Core.Mesh
BondCount
readonly int
BondsMesh
readonly Core.Mesh
ErosionResult
readonly struct
Erosion simulation result.
Source: SILVIA3DMesh.cs
Constants and Fields
ErodedHeightmap
readonly float[,]
Iterations
readonly int
SedimentDeposition
readonly float[,]
TotalMaterialEroded
readonly float
LatticeParameters
readonly struct
Lattice parameters defining unit cell dimensions and angles.
A, B, C = edge lengths (Angstroms)
Alpha, Beta, Gamma = interaxial angles (degrees)
Source: SILVIA3DMesh.cs
Constants and Fields
A
readonly float
B
readonly float
C
readonly float
MeshCalculations
static class
Mesh generation and processing atomic calculations.
Complete library of sacred geometry plus modern algorithms.
Source: SILVIA3DMesh.cs
Methods
GenerateTetrahedron
Core.Mesh GenerateTetrahedron ( float size )
Generate tetrahedron (4 faces, element of fire).
Simplest Platonic solid, 4 equilateral triangles.
ProceduralMeshResult
readonly struct
Procedural mesh result
Source: SILVIA3DMesh.cs
Constants and Fields
Mesh
readonly Core.Mesh
Success
readonly bool
TriangleCount
readonly int
VertexCount
readonly int
ReconstructionResult
readonly struct
Surface reconstruction result
Source: SILVIA3DMesh.cs
Constants and Fields
Mesh
readonly Core.Mesh
PointsUsed
readonly int
ReconstructionError
readonly float
Success
readonly bool
SimplificationResult
readonly struct
Mesh simplification result
Source: SILVIA3DMesh.cs
Constants and Fields
OriginalVertexCount
readonly int
ReductionPercent
readonly float
SimplifiedMesh
readonly Core.Mesh
SimplifiedVertexCount
readonly int
TerrainMesh
readonly struct
Terrain mesh with heightmap and metadata.
Source: SILVIA3DMesh.cs
Constants and Fields
Height
readonly int
Heightmap
readonly float[,]
MaxHeight
readonly float
Mesh
readonly Core.Mesh
MinHeight
readonly float
Normals
readonly GTVector3[,]
Width
readonly int
UnitCell
readonly struct
Unit cell - fundamental repeating unit of crystal lattice.
Contains atomic positions and bond topology.
Source: SILVIA3DMesh.cs
Constants and Fields
Bonds
readonly AtomicBond[]
LatticeType
readonly BravaisLattice
Parameters
readonly LatticeParameters
UVUnwrapResult
readonly struct
UV unwrapping result
Source: SILVIA3DMesh.cs
Constants and Fields
IslandCount
readonly int
Success
readonly bool
UVs
readonly GTVector2[]
WaterFlowResult
readonly struct
Water flow analysis result.
Source: SILVIA3DMesh.cs
Constants and Fields
FlowAccumulation
readonly float[,]
RiverCount
readonly int
RiverPaths
readonly GTVector2[]
Wetness
readonly float[,]
GTOS.SILVIA3D.Mesh.Import
ComplexNumber
struct
Complex number for FFT calculations
Source: SILVIA3DMeshImportCoreAtomics.cs
Constants and Fields
Imaginary
float
Real
float
FastImportPattern
static class
Fast Import Pattern (No ML, Heuristics Only)
For rapid iteration during development
Source: SILVIA3DMeshImportNetworks.cs
Methods
CreateNetwork
ExecutionNetwork CreateNetwork ( )
FeatureDensityMap
struct
3D feature density map (heat map of detail)
Low-res grid showing where detail is concentrated
Source: SILVIA3DMeshImportCoreAtomics.cs
Constants and Fields
BoundsMax
GTVector3
BoundsMin
GTVector3
CellSize
float
DensityDataLength
int
DensityDataOffset
int
GridSizeX
int
GridSizeY
int
GridSizeZ
int
MaxDensity
float
MinDensity
float
FrequencyPeak
struct
Frequency peak for tiling detection
Source: SILVIA3DMeshImportCoreAtomics.cs
Constants and Fields
Confidence
float
FrequencyX
int
FrequencyY
int
Magnitude
float
GlobalMeshAnalysis
struct
Global mesh analysis result
Comprehensive understanding of entire mesh before phoxelization
Source: SILVIA3DMeshImportCoreAtomics.cs
Constants and Fields
AnalysisFlags
int
AreaStdDev
float
AvgCurvature
float
HighDetailRegionCount
int
MaxCurvature
float
MaxPolygonArea
float
MedianPolygonArea
float
MinPolygonArea
float
MLConfidenceScore
float
OptimalStripCount
int
PredictedOptimalPhoxelSize
float
StripCoverage
float
TopologyType
MeshTopologyClass
TotalSurfaceArea
float
GTDetailNormalTile
struct
Detail normal atlas tile metadata
Shared high-frequency detail patterns
Source: SILVIA3DMeshImportCoreAtomics.cs
Constants and Fields
AtlasU
int
AtlasV
int
DetailFrequency
float
DetailType
MaterialDetailType
ReferenceCount
int
TileID
int
TileSize
int
ImportConstants
static class
Domain and Network ID Constants
Source: SILVIA3DMeshImportNetworks.cs
Enumerations
ImportCalculationType
Mesh import calculation types
Values: InvalidParameter, MeshAnalysis, TextureAnalysis, MLOptimization, Enhancement, Phoxelization
ImportNodeId
Mesh import calculation node IDs
Values: InvalidParameter, GlobalMeshAnalysis, FeatureDensityMapping, TopologyClassification, NormalMapAnalysis, MaterialClassification, DetailPatternDetection, FlowConstraintGeneration, SIMDStripDetection, ParallelismScoring, MLFeatureExtraction, MLPrediction, StrategyOptimization, EnhancementDetection, ProceduralEnhancement, ArtifactRemoval
ImportParameters
Mesh import parameters
Values: InvalidParameter, VertexPositions, VertexNormals, VertexUVs, TriangleIndices, AlbedoTexture, NormalTexture, RoughnessTexture, MetallicTexture, TargetPhoxelSize, MemoryBudget, QualityTarget, MLModelID, FeatureVector, EnhancementFlags
Constants and Fields
DOMAIN_MESH_IMPORT
const int
SILVIA3D Mesh Import domain type identifier
NETWORK_FAST_IMPORT
const int
Fast Import Pipeline Network ID
NETWORK_INTELLIGENT_IMPORT
const int
Intelligent Import Pipeline Network ID
NETWORK_QUALITY_IMPORT
const int
Quality-First Import Pipeline Network ID
ImportParameterSets
static class
Mesh Import Network Parameter Sets
Predefined parameter combinations for common import scenarios
Source: SILVIA3DMeshImportNetworks.cs
Constants and Fields
GlobalAnalysisInput
readonly int[]
IntelligentImportPattern
static class
Intelligent Import Pipeline Pattern
Complete ML-powered mesh import workflow
Source: SILVIA3DMeshImportNetworks.cs
Methods
CreateNetwork
ExecutionNetwork CreateNetwork ( )
MaterialClassificationResult
struct
Material classification result from ML analysis
Source: SILVIA3DMeshImportCoreAtomics.cs
Constants and Fields
Confidence
float
DetectedDetailCount
int
PrimaryMaterial
int
SuggestedBaseColor
GTVector3
SuggestedMetallic
float
SuggestedRoughness
float
MaterialEnhancementStrategy
struct
Enhancement strategy for phoxel region
Source: SILVIA3DMeshImportCoreAtomics.cs
Constants and Fields
Enhancement
EnhancementType
EnhancementStrength
float
MaterialID
int
NoiseFrequency
float
NoiseType
int
PhoxelRegionEnd
int
PhoxelRegionStart
int
MeshImportCalculations
static class
Mesh Import Core Atomic Calculations
MIL-SPEC compliant: static, zero-allocation, thread-safe, deterministic
Source: SILVIA3DMeshImportCoreAtomics.cs
Methods
CalculateTriangleArea
float CalculateTriangleArea ( GTVector3 v0, GTVector3 v1, GTVector3 v2 )
Calculate triangle area using cross product
Thread-safe, zero-allocation
MeshImportConstants
static class
MIL-SPEC calculation failure constants
Source: SILVIA3DMeshImportCoreAtomics.cs
Enumerations
EnhancementType
Enhancement operations to improve artist work during import
Values: InvalidParameter, None, SharpenDetail, SharpenEdges, AddProceduralWear, AddMicroScratches, AddPores, AddWeavePattern, AddGrunge, RemoveArtifacts, RemoveNoise, UpscaleDetail, SubstituteGTOSMaterial
ImportAnalysisResult
Import analysis result status
Values: InvalidInput, Success, InsufficientData, MLModelUnavailable, MemoryLimitExceeded, UnsupportedTopology
MaterialDetailType
Material detail types detected from texture analysis
Values: InvalidParameter, None, LeatherWrinkles, LeatherPores, SkinPores, FabricWeave, CanvasWeave, DenimWeave, NylonWeave, MetalScratches, MetalBrushed, PlasticTexture, RubberGrain, ChippedPaint, Rust, Dirt, Grunge, Rivets, Bolts, Stitching, Buttons, Zippers, ProceduralNoise, ProceduralWear
MeshTopologyClass
Mesh topology classification for ML-powered optimization
Values: InvalidParameter, CharacterHumanoid, CharacterCreature, PropSmall, PropMedium, PropLarge, EnvironmentInterior, EnvironmentExterior, TechnicalMechanical, OrganicNatural
SIMDQualityTarget
SIMD quality targets for strip optimization
Values: InvalidParameter, SSE, AVX2, AVX512, Adaptive
TexturePatternType
Texture pattern type for tiling optimization
Values: InvalidParameter, Unique, Tiling, MirroredTiling, RotationalTiling, IrregularTiling
TilingQuality
Tiling quality assessment
Values: InvalidParameter, NotTiling, PoorSeams, GoodSeams, PerfectSeamless
Constants and Fields
CalculationFailure
const float
CalculationFailureDouble
const double
DefaultDetailAtlasResolution
const int
DefaultFeatureDensityGridSize
const int
DefaultPhoxelSize
const float
EdgeAlignedThreshold
const float
FFTTilingThreshold
const float
HighDetailVarianceThreshold
const float
InvalidID
const int
InvalidIndex
const int
MaxDetailAtlasResolution
const int
MaxFeatureDensityGridSize
const int
MaxFFTSize
const int
MaxPhoxelSize
const float
MinDetailAtlasResolution
const int
MinFeatureDensityGridSize
const int
MinimumPolygonArea
const float
MinPhoxelSize
const float
MLFeatureCount
const int
MLPredictionCount
const int
PI
const float
TWO_PI
const float
PhoxelizationFeatures
struct
ML feature vector for phoxelization optimization (64 dimensions)
Source: SILVIA3DMeshImportCoreAtomics.cs
Constants and Fields
AreaStdDev
float
AspectRatioAvg
float
AvgCurvature
float
AvgStripLength
float
AvgStripStraightness
float
BoundingBoxVolume
float
BranchPredictionScore
float
CacheCoherencyScore
float
CharacterLikelihood
float
ComplexityScore
float
ElongatedQuadPercentage
float
EnvironmentLikelihood
float
FeatureDensityVariance
float
HighDetailCoverage
float
HighDetailRegionCount
float
MaxCurvature
float
MaxPolygonArea
float
MedianPolygonArea
float
MeshDensity
float
MinPolygonArea
float
OptimalSIMDCount
float
OrganicScore
float
ParallelismPotential
float
PropLikelihood
float
QuadToTriangleRatio
float
RepetitionScore
float
SIMDStripCandidateCount
float
SIMDStripCoverage
float
SymmetryScore
float
TopologyType
float
TotalSurfaceArea
float
TrianglePoleCount
float
PhoxelizationPredictions
struct
ML predictions for optimal phoxelization strategy (8 dimensions)
Source: SILVIA3DMeshImportCoreAtomics.cs
Constants and Fields
AdaptiveRangeMultiplier
float
EdgeSubdivisionPriority
float
FlowAlignmentWeight
float
ImportTimeTarget
float
LODAggressiveness
float
MemoryBudgetMultiplier
float
OptimalBasePhoxelSize
float
SIMDStripPriority
float
PhoxelTileReference
struct
Phoxel to tile reference mapping
Instead of storing unique data, phoxels reference shared tiles
Source: SILVIA3DMeshImportCoreAtomics.cs
Constants and Fields
MirrorFlags
byte
PhoxelIndex
int
RotationFlags
byte
TileID
int
TileOffsetU
ushort
TileOffsetV
ushort
QuadStripCandidate
struct
SIMD quad strip candidate for parallel processing
Source: SILVIA3DMeshImportCoreAtomics.cs
Constants and Fields
AspectRatio
float
AvgWidth
float
OptimalSIMDCount
int
ParallelismScore
float
QuadCount
int
Straightness
float
StripDirection
GTVector3
StripStartIndex
int
TotalLength
float
QualityFirstImportPattern
static class
Quality-First Import Pattern
Maximum detail preservation, slower but best results
Source: SILVIA3DMeshImportNetworks.cs
Methods
CreateNetwork
ExecutionNetwork CreateNetwork ( )
SurfaceFlowConstraint
struct
Surface flow constraint for adjacent polygon alignment
Source: SILVIA3DMeshImportCoreAtomics.cs
Constants and Fields
DesiredPhoxelAlignment
float
FlowDirection
GTVector3
PolygonIndex1
int
PolygonIndex2
int
SharedEdgeVertex0
int
SharedEdgeVertex1
int
TextureTilePattern
struct
Repeating texture tile pattern
MASSIVE memory savings for architectural/environment meshes
Source: SILVIA3DMeshImportCoreAtomics.cs
Constants and Fields
PatternType
TexturePatternType
PhaseOffset
GTVector2
Quality
TilingQuality
ReferenceCount
int
RepetitionScore
float
RotationAngle
float
SeamQuality
float
TileDataLength
int
TileDataOffset
int
TileHeight
int
TileID
int
TileScale
GTVector2
TileWidth
int
TextureTilingAnalysis
struct
Texture tiling analysis result
Detects if texture repeats (brick walls, floor tiles, etc.)
Source: SILVIA3DMeshImportCoreAtomics.cs
Constants and Fields
CrossCorrelation
float
DetectedTileHeight
int
DetectedTileWidth
int
DetectionMethod
int
EstimatedRepeatCountX
int
EstimatedRepeatCountY
int
HorizontalRepetition
float
MemorySavingsRatio
float
PatternType
TexturePatternType
PhaseOffset
GTVector2
Quality
TilingQuality
RotationAngle
float
UniqueTileCount
int
VerticalRepetition
float
GTOS.SILVIA3D.Networks
HairFurNetworks
static class
Source: SILVIA3DHairFurNetworks.cs
Methods
CreateAdaptiveHairLODNetwork
ExecutionNetwork CreateAdaptiveHairLODNetwork ( )
NETWORK 2: Adaptive Hair LOD - ML-Driven Density Adjustment
<para>WHAT IT DOES:</para>
Analyzes scene conditions (camera distance, visibility, performance) and
automatically adjusts hair density/quality to maintain target frame rate.
This is the ML component that learns from scene data!
<para>INPUTS:</para>
• Camera position
• Hair region position
• Character importance (main character vs NPC)
• Current frame time
• Target frame time (e.g., 16.67ms for 60 FPS)
• Current hair configuration
<para>OUTPUTS:</para>
• Recommended LOD (VeryLow, Low, Medium, High, VeryHigh)
• Active guide count
• Render hair count
• Estimated frame time
• Visibility score (0-1)
• Importance score (0-1)
• Reasoning (why this LOD was chosen)
<para>WHEN TO USE:</para>
• Real-time games: Adjust hair quality based on camera distance
• Performance optimization: Reduce hair density when struggling to hit 60 FPS
• Cutscenes: Boost quality for close-ups
• Open-world games: Manage 100+ NPCs with adaptive hair
• VR: Maintain 90 FPS by aggressively culling distant hair
<para>USE CASES:</para>
1. Main Character Close-Up:
Distance: 2m → VeryHigh LOD (100% density, 4,000 hairs)
2. Background NPC:
Distance: 20m → Low LOD (25% density, 1,000 hairs)
3. Performance Struggle:
Frame time 18ms → Reduce all LODs by 1 step
4. Cutscene:
Importance=1.0 → Force VeryHigh LOD regardless of distance
<para>EXAMPLE:</para>
// Adaptive LOD for main character
ParameterSet inputs = new ParameterSet(10, (int)CoreDomainType.SILVIA2UnityHairFur);
inputs.SetVector3((int)HairFurParameters.CameraPosition, camera.Position);
inputs.SetVector3((int)HairFurParameters.RegionRootPosition, character.Head.Position);
inputs.SetBool((int)HairFurParameters.IsMainCharacter, true);
inputs.SetFloat((int)HairFurParameters.CurrentFrameTime_ms, 14.2f);
inputs.SetFloat((int)HairFurParameters.TargetFrameTime_ms, 16.67f);
inputs.SetInt((int)HairFurParameters.ScalpPolyCount, 400);
inputs.SetInt((int)HairFurParameters.GuidesPerPoly, 2);
NetworkResult result = ExecuteAdaptiveHairLOD(inputs);
HairDensityLOD lod = (HairDensityLOD)result.GetInt((int)HairFurParameters.RecommendedLOD);
int guides = result.GetInt((int)HairFurParameters.ActiveGuideCount);
float visibility = result.GetFloat((int)HairFurParameters.VisibilityScore);
string reason = result.GetString("Reasoning");
// Result: VeryHigh LOD, 800 guides, visibility=0.95, "Main character, close-up"
<para>ML LOGIC:</para>
1. Calculate distance from camera
2. Estimate screen-space size (pixels)
3. Check view frustum (is it visible?)
4. Analyze performance headroom
5. Weight importance (main character > NPC)
6. Recommend LOD to maximize quality within budget
7. Learn from frame time history (trending up/down?)
<para>REVOLUTIONARY FEATURES:</para>
✓ Automatic: No manual LOD setup required
✓ Adaptive: Responds to real-time performance
✓ Scene-aware: Considers visibility, distance, importance
✓ Scalable: Handles 1 character or 1,000 NPCs
✓ ML-ready: Can learn optimal LOD curves from profiling data
CreateHairLifecycleSimulationNetwork
ExecutionNetwork CreateHairLifecycleSimulationNetwork ( )
NETWORK 3: Hair Lifecycle Simulation - Growth, Aging, Color Change
<para>WHAT IT DOES:</para>
Simulates biological hair growth over time, including:
• Length increase (0.3-0.4mm/day for scalp)
• Growth phase transitions (Anagen → Catagen → Telogen → Exogen)
• Color changes (graying with age)
• Thinning/balding
• Health effects (nutrition, stress)
<para>INPUTS:</para>
• Current hair parameters (length, phase, color)
• Growth rate (mm/day, varies by body region)
• Character age (years)
• Health factor (0-1, affected by nutrition/stress)
• Days elapsed
<para>OUTPUTS:</para>
• New length (mm)
• New root/tip colors
• New growth phase
• Thickness multiplier (for thinning)
• Health status (healthy, damaged, graying, thinning)
<para>WHEN TO USE:</para>
• RPGs: Character aging over game time
• Sims-style games: Hair grows, needs cutting
• Survival games: Beard growth during long campaigns
• Medical visualization: Hair growth cycle education
• Historical reconstruction: Age progression
<para>USE CASES:</para>
1. RPG Aging:
Age 20 → black hair, full density
Age 50 → 30% gray, 20% thinner
Age 70 → 80% gray, 40% thinner
2. Survival Game Beard:
Day 1: Clean shaven (0mm)
Day 30: Stubble (12mm)
Day 365: Full beard (150mm)
3. Medical Education:
Show Anagen (growth) → Catagen (transition) → Telogen (rest) → Exogen (shed)
Scalp: 2-7 year cycle
Eyebrows: 4-12 week cycle
<para>EXAMPLE:</para>
// Simulate 30 days of beard growth
ParameterSet inputs = new ParameterSet(10, (int)CoreDomainType.SILVIA2UnityHairFur);
inputs.SetFloat((int)HairFurParameters.CurrentLength_mm, 0.0f); // Clean shaven
inputs.SetFloat((int)HairFurParameters.GrowthRate_mmPerDay, 0.4f); // Beard rate
inputs.SetInt((int)HairFurParameters.CurrentPhase, (int)HairGrowthPhase.Anagen);
inputs.SetInt((int)HairFurParameters.DaysInPhase, 0);
inputs.SetFloat((int)HairFurParameters.Age_years, 30.0f);
inputs.SetFloat((int)HairFurParameters.HealthFactor, 1.0f); // Healthy
for (int day = 0; day < 30; day++) {
NetworkResult result = ExecuteHairLifecycleSimulation(inputs);
float newLength = result.GetFloat((int)HairFurParameters.NewLength_mm);
// Day 30: newLength = 12mm (visible stubble)
}
<para>BIOLOGICAL ACCURACY:</para>
Growth Rates (mm/day):
• Scalp: 0.3-0.4mm (fastest)
• Beard: 0.4mm (very fast)
• Eyebrows: 0.16mm
• Eyelashes: 0.12mm
• Body hair: 0.27mm
Growth Phases:
• Anagen (growth): 2-7 years (scalp), 4-12 weeks (eyebrows)
• Catagen (transition): 2-3 weeks
• Telogen (resting): 3 months
• Exogen (shedding): Hair falls out, new cycle begins
Aging Effects:
• 20s: Peak growth, full pigmentation
• 30s: Slight slowing
• 40s: First gray hairs (10-20%)
• 50s: Significant graying (30-50%), mild thinning
• 60s+: Mostly gray (70-90%), noticeable thinning (20-40%)
<para>REVOLUTIONARY FEATURES:</para>
✓ Biologically accurate: Real growth rates and phases
✓ Dynamic: Hair changes over in-game time
✓ Realistic aging: Graying and thinning simulation
✓ Health integration: Nutrition/stress affects growth
✓ Region-specific: Scalp grows faster than eyebrows
CreateProceduralHairGenerationNetwork
ExecutionNetwork CreateProceduralHairGenerationNetwork ( )
NETWORK 1: Procedural Hair Generation - Any Mesh to Hair Region
<para>WHAT IT DOES:</para>
Takes ANY skinned mesh (scalp, goatee, mustache, chest, tail) and generates
a complete hair/fur system with guide splines and render hairs.
Fully procedural - no manual placement!
<para>INPUTS:</para>
• Mesh data (vertices, normals, triangles)
• Hair parameters (density, length, curl, color)
• Region type (scalp, beard, fur, etc.)
• Performance budget (frame time target)
<para>OUTPUTS:</para>
• Guide splines array (physics-simulated strands)
• Render hairs array (interpolated visualization strands)
• Estimated frame time
<para>WHEN TO USE:</para>
• Character creation: Generate hair from scalp mesh
• Facial hair: Add goatee (50 polys), mustache (20 polys), eyebrows (10 polys)
• Animal fur: Generate fur on chest, legs, tail
• Medical visualization: Pubic hair region for anatomy
• Game runtime: Procedurally generate NPC hair variations
<para>USE CASES:</para>
1. Game Character: 400-poly scalp → 800 guides → 4,000 hairs (2ms)
2. Facial Hair: 50-poly goatee → 100 guides → 500 hairs (0.3ms)
3. Animal: 1,000-poly bear → 2,000 guides → 10,000 fur strands (5ms)
4. Background NPC: 200-poly scalp → 200 guides → 1,000 hairs (0.8ms)
<para>EXAMPLE:</para>
// Generate hair for MakeHuman scalp (400 polys)
ParameterSet inputs = new ParameterSet(15, (int)CoreDomainType.SILVIA2UnityHairFur);
inputs.SetVector3Array((int)HairFurParameters.MeshVertices, scalpVertices);
inputs.SetVector3Array((int)HairFurParameters.MeshNormals, scalpNormals);
inputs.SetIntArray((int)HairFurParameters.MeshTriangles, scalpTriangles);
inputs.SetInt((int)HairFurParameters.ScalpPolyCount, 400);
inputs.SetInt((int)HairFurParameters.GuidesPerPoly, 2);
inputs.SetInt((int)HairFurParameters.RenderHairsPerGuide, 5);
inputs.SetFloat((int)HairFurParameters.TargetLength_mm, 150.0f); // 15cm hair
inputs.SetFloat((int)HairFurParameters.Curl, 0.3f); // Wavy
NetworkResult result = ExecuteProceduralHairGeneration(inputs);
GuideSpline[] guides = result.GetGuideSplines(); // 800 guides
RenderHair[] hairs = result.GetRenderHairs(); // 4,000 hairs
float frameTime = result.GetFloat((int)HairFurParameters.EstimatedFrameTime); // 1.57ms
<para>REVOLUTIONARY FEATURES:</para>
✓ Universal: Works on ANY mesh (scalp, beard, chest, tail, etc.)
✓ Scalable: 50 polys (mustache) to 1,000 polys (full body fur)
✓ Performance: Formula-based estimation (2ms budget for real-time)
✓ Procedural: Infinite variations via parameters
✓ Modular: Add goatee mesh part → instant facial hair!
CreateSceneHairOptimizationNetwork
ExecutionNetwork CreateSceneHairOptimizationNetwork ( )
NETWORK 4: Scene Hair Optimization - Global Multi-Character Management
<para>WHAT IT DOES:</para>
Manages hair quality across an entire scene with multiple characters/animals.
Balances performance budget across all hair regions to maintain target FPS.
Think of it as a "hair LOD manager" for the whole scene.
<para>INPUTS:</para>
• All hair regions in scene
• Camera position
• Target frame time (e.g., 16.67ms for 60 FPS)
• Current frame time
• Performance budget (total ms available for hair)
<para>OUTPUTS:</para>
• Per-region LOD assignments
• Total estimated frame time
• Performance headroom
• Culled region count
<para>WHEN TO USE:</para>
• Open-world games: 100+ NPCs with hair
• Strategy games: Crowds of soldiers
• Sports games: 22 players on field
• MMOs: Dozens of players in view
• Cutscenes: Optimize multi-character scenes
<para>USE CASES:</para>
1. Open World:
- Main character (2m): VeryHigh LOD (4,000 hairs)
- Companion (3m): High LOD (3,000 hairs)
- 10 NPCs (10-20m): Medium LOD (2,000 hairs each)
- 50 distant NPCs (50m+): Low LOD (500 hairs each)
Total: 33,000 hairs, 12ms
2. Performance Struggle:
Frame time rising to 18ms → Reduce all NPCs by 1 LOD step
New total: 22,000 hairs, 8ms
3. Cutscene:
3 characters close-up → All VeryHigh LOD
Background NPCs → Cull entirely
<para>EXAMPLE:</para>
// Optimize scene with 50 characters
ParameterSet inputs = new ParameterSet(20, (int)CoreDomainType.SILVIA2UnityHairFur);
inputs.SetHairRegionArray("AllRegions", allHairRegions); // 50 characters
inputs.SetVector3((int)HairFurParameters.CameraPosition, camera.Position);
inputs.SetFloat((int)HairFurParameters.TargetFrameTime_ms, 16.67f);
inputs.SetFloat((int)HairFurParameters.CurrentFrameTime_ms, 15.2f);
inputs.SetFloat((int)HairFurParameters.FrameTimeBudget_ms, 5.0f); // 5ms for all hair
NetworkResult result = ExecuteSceneHairOptimization(inputs);
HairRegion[] optimizedRegions = result.GetHairRegionArray("OptimizedRegions");
float totalFrameTime = result.GetFloat("TotalHairFrameTime"); // 4.8ms
int culledCount = result.GetInt("CulledRegionCount"); // 25 (invisible/far)
// Result: 25 active regions (25 culled), 4.8ms total
<para>OPTIMIZATION STRATEGY:</para>
1. Sort regions by importance:
- Main character > Companions > NPCs
- Close > Medium > Far
- In view > Off-screen
2. Allocate budget:
- Main character: 30% of budget
- Companions: 20% each
- NPCs: Share remaining budget
3. Cull aggressively:
- Off-screen: Cull immediately
- >50m: Cull (not visible anyway)
- Back-facing: Cull (camera behind character)
4. Adapt in real-time:
- Frame time rising: Reduce LODs
- Frame time low: Increase LODs
- Smooth transitions (avoid popping)
<para>REVOLUTIONARY FEATURES:</para>
✓ Scene-wide: Manages ALL hair in scene
✓ Budget-aware: Distributes performance across characters
✓ Adaptive: Responds to frame time in real-time
✓ Scalable: Handles 1 to 1,000 characters
✓ Prioritization: Main character always gets best quality
GTOS.SILVIA3D.Particles
Boid
struct
Boid (flocking) particle for crowd simulation, birds, fish.
Source: SILVIA3DParticles.cs
Constants and Fields
Acceleration
GTVector3
Color
GTColor
GroupId
int
MaxForce
float
MaxSpeed
float
Position
GTVector3
Velocity
GTVector3
BoidConfig
readonly struct
Boid flocking parameters (Reynolds rules)
Source: SILVIA3DParticles.cs
Constants and Fields
AlignmentDistance
readonly float
AlignmentWeight
readonly float
CohesionDistance
readonly float
CohesionWeight
readonly float
ObstacleAvoidanceDistance
readonly float
SeparationDistance
readonly float
SeparationWeight
readonly float
FluidParticle
struct
SPH (Smoothed Particle Hydrodynamics) particle.
For water, blood, lava, liquid metal simulation.
Source: SILVIA3DParticles.cs
Constants and Fields
Color
GTColor
Density
float
Mass
float
Position
GTVector3
Pressure
float
Temperature
float
Velocity
GTVector3
Viscosity
float
ForceField
readonly struct
Force field affecting particles
Source: SILVIA3DParticles.cs
Constants and Fields
Direction
readonly GTVector3
Id
readonly int
NoiseScale
readonly float
NoiseSpeed
readonly float
Position
readonly GTVector3
Radius
readonly float
Strength
readonly float
Type
readonly ForceFieldType
Particle
struct
Individual particle data.
Compact struct for cache-friendly array-of-structures.
Source: SILVIA3DParticles.cs
Constants and Fields
Color
GTColor
GroupId
int
Mass
float
MaxLife
float
Position
GTVector3
Size
float
Temperature
float
Velocity
GTVector3
ParticleCalculations
static class
Particle system atomic calculations.
Universal simulation engine for ALL particle-based phenomena.
Source: SILVIA3DParticles.cs
Methods
EmitParticle
Particle EmitParticle ( ParticleEmitter emitter, float randomSeed )
Emit new particle from emitter.
Returns initialized particle with randomized properties.
ParticleEmitter
readonly struct
Particle emitter configuration
Source: SILVIA3DParticles.cs
Constants and Fields
Direction
readonly GTVector3
EmissionRate
readonly float
EndColor
readonly GTColor
Id
readonly int
InitialSize
readonly float
InitialSpeed
readonly float
Lifetime
readonly float
LifetimeVariation
readonly float
MaxParticles
readonly int
Position
readonly GTVector3
Shape
readonly EmitterShape
Size
readonly GTVector3
SizeVariation
readonly float
SpeedVariation
readonly float
StartColor
readonly GTColor
ParticleSystemConfig
readonly struct
Particle system configuration
Source: SILVIA3DParticles.cs
Constants and Fields
CollisionBehavior
readonly CollisionBehavior
ColorMode
readonly ColorMode
DragCoefficient
readonly float
GravityMultiplier
readonly float
Id
readonly int
MaxParticles
readonly int
Mode
readonly ParticleMode
Name
readonly string
SimulateInWorldSpace
readonly bool
PointCloud
readonly struct
Point cloud data - foundation for StableDiffusion3D → Mesh pipeline
Source: SILVIA3DParticles.cs
Constants and Fields
Colors
readonly GTColor[]
Id
readonly int
Name
readonly string
PointCount
readonly int
Points
readonly GTVector3[]
SPHConfig
readonly struct
SPH simulation parameters
Source: SILVIA3DParticles.cs
Constants and Fields
GasConstant
readonly float
Gravity
readonly GTVector3
ParticleMass
readonly float
SmoothingRadius
readonly float
Viscosity
readonly float
GTOS.SILVIA3D.Phoxel
BasePhoxel
struct
Base Phoxel - Core geometry and surface micro-detail.
32 bytes - Minimal footprint for geometry data.
Stores quad-local position, normal, roughness, displacement.
Source: SILVIA3DPhoxelCoreAtomics.cs
Constants and Fields
AO
byte
Flags
PhoxelFlags
Height_um
ushort
LODLevel
byte
QuadID
ushort
CompletePhoxel
struct
Complete Phoxel - All three layers combined.
128 bytes total - Single data structure for rendering and physics.
Source: SILVIA3DPhoxelCoreAtomics.cs
Constants and Fields
Base
BasePhoxel
Material
MaterialPhoxel
Physics
PhysicsPhoxel
MaterialPhoxel
struct
Material Phoxel - Chemical composition and optical properties.
64 bytes - Handles pure elements, alloys, minerals, organics, composites.
Stores composition, multi-spectral data, PBR properties, subsurface scattering.
Source: SILVIA3DPhoxelCoreAtomics.cs
Constants and Fields
AggregateSize_um
ushort
AlbedoNIR
byte
CrystalStructure
ushort
Emissive_B
byte
Emissive_G
byte
Emissive_R
byte
Porosity
ushort
Reserved1
byte
Reserved2
ushort
SSS_B
byte
SSS_G
byte
Type
MaterialType
UVFluorescence
byte
PhoxelCalculations
static class
Phoxel atomic calculations for material properties, rendering, and physics.
All methods are aggressively inlined for maximum performance.
MIL-SPEC compliant: zero allocation, deterministic, thread-safe.
Source: SILVIA3DPhoxelCoreAtomics.cs
Constants and Fields
CalculationFailure
const int
PhoxelMesh
struct
Phoxel mesh - Complete Phoxel data for entire mesh.
Contains all quads with adaptive LOD.
Source: SILVIA3DPhoxelCoreAtomics.cs
Constants and Fields
BoundingRadius
float
MeshID
int
MeshName
string
QuadCount
int
Quads
PhoxelQuad[]
WorldPosition
GTVector3
PhoxelNetworks
static class
Phoxel network definitions for composable workflows.
Source: SILVIA3DPhoxelNetworks.cs
Methods
CreatePhoxelGenerationNetwork
ExecutionNetwork CreatePhoxelGenerationNetwork ( )
Generate Phoxels from mesh geometry.
INPUT:
• Mesh quad data (vertices, normals, topology)
• Initial LOD level
• Material composition
OUTPUT:
• PhoxelMesh with complete Phoxel arrays
• BasePhoxel, MaterialPhoxel, PhysicsPhoxel initialized
WORKFLOW:
1. Initialize Phoxel grid (resolution based on LOD)
2. Calculate quad normals for surface orientation
3. Generate BasePhoxels (position, normal, roughness)
4. Assign material composition to MaterialPhoxels
5. Initialize PhysicsPhoxels (temperature, density, hardness)
PhoxelQuad
struct
Phoxel quad - All Phoxels for a single quad.
Variable resolution: 2×2, 4×4, 8×8, 16×16 based on distance.
Source: SILVIA3DPhoxelCoreAtomics.cs
Constants and Fields
DistanceFromCamera
float
IsVisible
bool
PhoxelCount
byte
Phoxels
CompletePhoxel[]
QuadID
ushort
PhysicsPhoxel
struct
Physics Phoxel - Temperature, phase state, and dynamic properties.
32 bytes - Integrates with SILVIA3DPhysics.cs for simulation.
Stores thermodynamics, mechanical properties, collision forces.
Source: SILVIA3DPhoxelCoreAtomics.cs
Constants and Fields
CollisionCount
byte
DamageAccumulated
byte
ForceY_mN
short
ForceZ_mN
short
Hardness_GPa
float
Phase
PhaseState
GTOS.SILVIA3D.Physics
AABB
readonly struct
Axis-Aligned Bounding Box for BVH acceleration.
Used for hierarchical culling of bone collision meshes.
Source: SILVIA3DPhysics.cs
Constants and Fields
Max
readonly GTVector3
Min
readonly GTVector3
BoneCollisionMesh
readonly struct
Bone collision mesh - simplified triangle mesh in bone-local space.
This geometry NEVER changes - only the bone transform updates!
Source: SILVIA3DPhysics.cs
Constants and Fields
BoneId
readonly int
BoneName
readonly string
Priority
readonly BonePriority
TriangleCount
readonly int
BoneTransform
readonly struct
Bone transform - 4x4 matrix for bone-to-world transformation.
Updated every frame from animation system.
Source: SILVIA3DPhysics.cs
Constants and Fields
BoneId
readonly int
BoneToWorld
readonly GTMatrix4x4
WorldPosition
readonly GTVector3
Collider
readonly struct
Collider - collision detection shape
Source: SILVIA3DPhysics.cs
Constants and Fields
Center
readonly GTVector3
GameObjectId
readonly int
Id
readonly int
IsTrigger
readonly bool
MaterialId
readonly int
Size
readonly GTVector3
Type
readonly ColliderType
CollisionResult
readonly struct
Collision result
Source: SILVIA3DPhysics.cs
Constants and Fields
Collided
readonly bool
Collider1Id
readonly int
Collider2Id
readonly int
Contacts
readonly ContactPoint[]
GameObject1Id
readonly int
GameObject2Id
readonly int
ImpulseMagnitude
readonly float
RelativeVelocity
readonly GTVector3
ContactPoint
readonly struct
Collision contact point
Source: SILVIA3DPhysics.cs
Constants and Fields
Impulse
readonly GTVector3
Point
readonly GTVector3
HierarchicalSoftBody
struct
Hierarchical soft body - 100K poly car decomposed into patches.
Sparse activation: only simulate patches that are colliding (11× speedup!).
Splines act as BVH for collision detection (99% rejection rate).
Scales from arcade-fast to scientific FEM simulation.
Source: SILVIA3DPhysics.cs
Constants and Fields
ActivePatchCount
int
GameObjectId
int
Id
int
Name
string
PatchCount
int
Patches
SoftBodyPatch[]
PoleCount
int
Poles
SplinePole[]
SplineCount
int
Splines
SoftBodySpline[]
TotalTriangleCount
int
TotalVertexCount
int
UseGravity
bool
OverlapResult
readonly struct
Overlap query result
Source: SILVIA3DPhysics.cs
Constants and Fields
ColliderId
readonly int
GameObjectId
readonly int
PenetrationDepth
readonly float
PhysicsBackendConfig
struct
Physics backend configuration.
Specifies which backend to use and how to optimize for it.
Source: SILVIA3DPhysics.cs
Constants and Fields
AllowFallback
bool
FallbackBackend
PhysicsBackend
MaxCPUCores
int
PreferIntegratedGPU
bool
PreferredBackend
PhysicsBackend
Quality
PhysicsQuality
TargetPhysicsHz
float
PhysicsBackendSelectionResult
readonly struct
Physics backend selection result from adaptive Network.
Tells execution engine which physics path to use.
Source: SILVIA3DPhysics.cs
Constants and Fields
EstimatedPhysicsTime_ms
readonly float
RecommendedBodyCount
readonly int
RecommendedQuality
readonly PhysicsQuality
SelectedBackend
readonly PhysicsBackend
SelectionReason
readonly string
PhysicsCalculations
static class
Physics atomic calculations for collision detection, raycasting, and dynamics.
All methods are aggressively inlined for maximum performance.
Source: SILVIA3DPhysics.cs
Methods
TestSphereSphere
bool TestSphereSphere ( GTVector3 center1, float radius1, GTVector3 center2, float radius2 )
Test sphere-sphere collision.
Fast and commonly used for broad-phase detection.
PhysicsCapabilities
struct
Detected physics hardware capabilities.
Used by Networks to select optimal physics backend.
Source: SILVIA3DPhysics.cs
Constants and Fields
AvailableBackend
PhysicsBackend
CPUCoreCount
int
GPUMemory_bytes
long
GPUName
string
GPUPhysicsFeatures
GPUPhysicsFeatureLevel
GPUVendor
string
SupportsCloth
bool
SupportsFluids
bool
SupportsParticles
bool
SupportsSoftBodies
bool
PhysicsConstraint
readonly struct
Physics constraint (joint)
Source: SILVIA3DPhysics.cs
Constants and Fields
Anchor1
readonly GTVector3
Anchor2
readonly GTVector3
Damper
readonly float
EnableCollision
readonly bool
Id
readonly int
MaxLimit
readonly float
MinLimit
readonly float
Rigidbody1Id
readonly int
Rigidbody2Id
readonly int
Spring
readonly float
Type
readonly ConstraintType
PhysicsMaterial
readonly struct
Physics material - surface friction and bounciness
Source: SILVIA3DPhysics.cs
Constants and Fields
BounceCombine
readonly float
FrictionCombine
readonly float
Id
readonly int
Name
readonly string
RaycastHit
readonly struct
Raycast hit result
Source: SILVIA3DPhysics.cs
Constants and Fields
ColliderId
readonly int
Distance
readonly float
GameObjectId
readonly int
Hit
readonly bool
Normal
readonly GTVector3
Point
readonly GTVector3
Rigidbody
readonly struct
Rigidbody - physics-simulated object
Source: SILVIA3DPhysics.cs
Constants and Fields
AngularVelocity
readonly GTVector3
CenterOfMass
readonly GTVector3
DetectionMode
readonly CollisionDetectionMode
FreezePositionX
readonly bool
FreezePositionY
readonly bool
FreezePositionZ
readonly bool
FreezeRotationX
readonly bool
FreezeRotationY
readonly bool
FreezeRotationZ
readonly bool
GameObjectId
readonly int
Id
readonly int
IsKinematic
readonly bool
Mass
readonly float
Type
readonly RigidbodyType
UseGravity
readonly bool
Velocity
readonly GTVector3
SkinnedCollisionContact
readonly struct
Skinned mesh collision contact - precise hit data.
Source: SILVIA3DPhysics.cs
Constants and Fields
BoneId
readonly int
BoneName
readonly string
ColliderId
readonly int
Distance
readonly float
GameObjectId
readonly int
Hit
readonly bool
Normal
readonly GTVector3
PenetrationDepth
readonly float
Point
readonly GTVector3
TriangleIndex
readonly int
SkinnedCollisionQuery
readonly struct
Skinned mesh collision query - what are we testing against?
Source: SILVIA3DPhysics.cs
Constants and Fields
Direction
readonly GTVector3
Extents
readonly GTVector3
MaxContactsReturned
readonly int
MaxDistance
readonly float
Position
readonly GTVector3
QueryType
readonly ColliderType
UseTemporalCoherence
readonly bool
SkinnedCollisionResult
readonly struct
Skinned mesh collision result - aggregated query results.
Source: SILVIA3DPhysics.cs
Constants and Fields
BonesTestedCount
readonly int
BVHNodesTraversed
readonly int
ContactCount
readonly int
Contacts
readonly SkinnedCollisionContact[]
FrameCoherenceScore
readonly float
QueryTimeMs
readonly float
TrianglesTestedCount
readonly int
SkinnedMeshCollider
readonly struct
Skinned mesh collider - complete collision representation of animated character.
40K poly render mesh → 1,500 triangle collision mesh distributed across bones.
Source: SILVIA3DPhysics.cs
Constants and Fields
BoneCount
readonly int
BoneMeshes
readonly BoneCollisionMesh[]
BoneTransforms
readonly BoneTransform[]
GameObjectId
readonly int
Id
readonly int
LODLevel
readonly SkinnedCollisionLOD
MaterialId
readonly int
Name
readonly string
WorldBounds
readonly AABB
SoftBody
struct
Soft body - deformable mesh with vertices, constraints, and material properties
Source: SILVIA3DPhysics.cs
Constants and Fields
ConstraintCount
int
Constraints
SoftBodyConstraintData[]
CurrentVolume
float
Damping
float
GameObjectId
int
Id
int
Method
SoftBodyMethod
Name
string
SelfCollision
bool
Stiffness
float
TotalMass
float
TriangleCount
int
UseGravity
bool
VertexCount
int
Vertices
SoftBodyVertex[]
VolumeStiffness
float
SoftBodyConstraintData
readonly struct
Soft body constraint - maintains structural integrity
Source: SILVIA3DPhysics.cs
Constants and Fields
Damping
readonly float
PlasticThreshold
readonly float
RestValue
readonly float
Type
readonly SoftBodyConstraintType
Vertex1Index
readonly int
SoftBodyPatch
struct
Surface patch - contiguous polygon region (door panel, hood, fender).
Only activated when collision detected on boundary splines!
Sparse activation: 100K poly car = 40 patches, only 3-5 active per frame.
Source: SILVIA3DPhysics.cs
Constants and Fields
BoundaryPoleCount
int
BoundaryPoleIds
int[]
BoundarySplineCount
int
BoundarySplineIds
int[]
Bounds
AABB
ConstraintCount
int
Constraints
SoftBodyConstraintData[]
Damping
float
GlobalVertexIndexCount
int
GlobalVertexIndices
int[]
Id
int
IsActive
bool
Method
SoftBodyMethod
Name
string
PlasticThreshold
float
Stiffness
float
TriangleCount
int
Triangles
int[]
VertexCount
int
SoftBodySpline
struct
Bezier spline boundary for surface patch (hood, door, fender edge).
Collision tested against splines FIRST for cheap BVH culling (99% rejection).
Splines delineate contiguous polygon patches and propagate collision.
Source: SILVIA3DPhysics.cs
Constants and Fields
ConnectedPatchCount
int
ControlPointCount
int
DeformationMagnitude
float
Id
int
IsActive
bool
Name
string
SplinePoleCount
int
SplinePoleIds
int[]
SoftBodyVertex
struct
Soft body vertex - deformable particle with mass, position, velocity
Source: SILVIA3DPhysics.cs
Constants and Fields
AttachedRigidbodyId
int
Force
GTVector3
Mass
float
Position
GTVector3
Velocity
GTVector3
SplinePole
struct
Spline pole - vertex where multiple splines intersect (corner of patches).
Collision propagates through poles to neighboring patches.
Critical for sparse activation and deformation spread.
Source: SILVIA3DPhysics.cs
Constants and Fields
ConnectedPatchCount
int
ConnectedSplineCount
int
DeformationMagnitude
float
Id
int
IsActive
bool
Name
string
Position
GTVector3
RestPosition
GTVector3
TemporalCoherenceCache
struct
Temporal coherence data - tracks which bones were close last frame.
80% of collision tests are redundant frame-to-frame!
Source: SILVIA3DPhysics.cs
Constants and Fields
BoneDistances
float[]
BoneProximityMask
int[]
LastHitBoneId
int
UnifiedPhysicsBody
struct
Unified physics body - combines rigid and soft body in one structure.
At rest (energy = 0): Behaves as rigid body (20 ops/frame)
Deforming (energy > threshold): Activates soft body patches (20 + patches × 500 ops/frame)
Automatic transitions based on energy, impact force, and state machine.
MIL-SPEC: Zero allocation after initialization, deterministic, thread-safe via double-buffering.
Source: SILVIA3DPhysics.cs
Constants and Fields
ActivePatchCount
int
Id
int
MaterialId
int
PatchCount
int
Patches
SoftBodyPatch[]
TotalEnergy
float
WorldBounds
AABB
UnifiedPhysicsBodyHelpers
static class
Helper methods for body type metadata packing/unpacking.
Body metadata is stored in Transform.DualW (32 bits):
Bits 31-30: BodyType (Static/Kinematic/Dynamic/Deformable)
Bits 29-28: Priority (Critical/High/Medium/Low)
Bits 27-22: CollisionGroup (0-63)
Bits 21-14: LODLevel (0-255)
Bits 13-0: Reserved
Source: SILVIA3DPhysics.cs
Methods
GetBodyType
BodyType GetBodyType ( float packedData )
Get body type from Transform.DualW metadata.
GTOS.SILVIA3D.PhysicsNetworks
SILVIA2UnityPhysicsNetworks
static class
Physics networks for skinned mesh collision and character physics.
Revolutionary mesh-accurate collision for animated characters.
Source: SILVIA3DPhysicsNetworks.cs
GTOS.SILVIA3D.ProceduralTextures
GeneratedTexture
readonly struct
Generated texture result.
Contains albedo, normal, roughness, metallic, AO, height.
Source: SILVIA3DProceduralTexturesCoreAtomics.cs
Constants and Fields
AlbedoB
readonly float[]
AlbedoG
readonly float[]
AlbedoR
readonly float[]
AO
readonly float[]
Height
readonly int
HeightMap
readonly float[]
Metallic
readonly float[]
NormalX
readonly float[]
NormalY
readonly float[]
NormalZ
readonly float[]
Roughness
readonly float[]
Width
readonly int
NoiseLayer
readonly struct
Noise layer for procedural composition.
Layers are combined to create complex patterns.
Source: SILVIA3DProceduralTexturesCoreAtomics.cs
Constants and Fields
Amplitude
readonly float
Blend
readonly BlendMode
BlendStrength
readonly float
Frequency
readonly float
Lacunarity
readonly float
Octaves
readonly int
Offset
readonly GTVector3
Persistence
readonly float
Type
readonly NoiseType
ProceduralTextureAtomics
static class
Procedural texture generation atomic calculations.
MIL SPEC compliant: deterministic, zero-allocation (after initial buffer creation).
Implements industry-standard noise algorithms and filters.
Source: SILVIA3DProceduralTexturesCoreAtomics.cs
Methods
PerlinNoise
float PerlinNoise ( float x, float y, int seed )
Generate Perlin noise value at (x, y).
Smooth, organic noise with no directional artifacts.
Returns value in range [-1, 1].
Deterministic: same (x, y, seed) always produces same result.
ProceduralTextureDefinition
readonly struct
Procedural texture parameters - 15KB definition for infinite variations.
This is the "Substance file" equivalent - small, parameterized, deterministic.
Source: SILVIA3DProceduralTexturesCoreAtomics.cs
Constants and Fields
BaseColor
readonly GTVector3
Height
readonly int
LayerCount
readonly int
Metallic
readonly float
Name
readonly string
Roughness
readonly float
Scale
readonly float
Seed
readonly int
Type
readonly MaterialType
Width
readonly int
GTOS.SILVIA3D.ProceduralTexturesNetworks
ProceduralTextureNetworks
static class
Procedural texture generation networks.
Substance-style material composition using atomic noise and filter operations.
Source: SILVIA3DProceduralTexturesNetworks.cs
Methods
CreateRustedMetalNetwork
ExecutionNetwork CreateRustedMetalNetwork ( )
Rusted Metal Material Network - Procedurally generated rusted iron/steel.
<para>When to Use:</para>
<list type="bullet">
<item>Industrial environments (factories, warehouses, ships)</item>
<item>Post-apocalyptic scenes (abandoned buildings, vehicles)</item>
<item>Sci-fi assets (damaged spaceships, machinery)</item>
<item>Any metal surface that needs weathering/damage</item>
</list>
<para>Inputs Required:</para>
<list type="bullet">
<item>Seed - Random seed for variation (infinite variations!)</item>
<item>BaseColor - Base metal color (RGB 0.3-0.5 for iron/steel)</item>
<item>Roughness - Base roughness (0.2 = polished, 0.8 = heavily rusted)</item>
<item>DamageAmount - How much rust (0 = pristine, 1 = destroyed)</item>
</list>
<para>Outputs Provided:</para>
<list type="bullet">
<item>Albedo RGB - Base color with rust variation</item>
<item>Normal XYZ - Surface bumps from corrosion</item>
<item>Roughness - Varies from smooth metal to rough rust</item>
<item>Metallic - 1.0 for metal, 0.0 for rust (oxidation)</item>
<item>AO - Ambient occlusion in crevices</item>
<item>Height - Displacement for parallax</item>
</list>
<para>Use Cases:</para>
<list type="number">
<item>Ship Hull: seed=12345, roughness=0.6, damage=0.4
Result: Weathered steel with patches of rust around edges.</item>
<item>Pipe: seed=67890, roughness=0.8, damage=0.7
Result: Heavily corroded pipe with flaking rust.</item>
<item>Door: seed=11111, roughness=0.3, damage=0.2
Result: Lightly rusted industrial door, still functional.</item>
</list>
<para>Example:</para>
ProceduralTextureDefinition def = new ProceduralTextureDefinition(
"RustedSteel",
MaterialType.Metal,
seed: 42,
width: 1024,
height: 1024,
scale: 1.0f,
roughness: 0.6f,
metallic: 0.8f,
baseColor: new Vector3(0.35f, 0.32f, 0.30f), // Steel gray
layerCount: 3
);
GeneratedTexture texture = ExecuteRustedMetalNetwork(def);
// Result: 1024x1024 rusted metal texture with 10 channels (albedo, normal, etc.)
// File size: ~40MB uncompressed, but definition is only 256 bytes!
// Generate once, use forever. Change seed for infinite variations.
<para>Performance:</para>
<list type="bullet">
<item>1024x1024: 15ms generation time (one-time cost)</item>
<item>Definition size: 256 bytes (vs 40MB for stored texture!)</item>
<item>Deterministic: Same seed always produces same texture</item>
<item>Infinite variations: Change seed = different texture</item>
</list>
GTOS.SILVIA3D.SceneGraph
BVHNode
readonly struct
Bounding volume hierarchy node
Source: SILVIA3DSceneGraph.cs
Constants and Fields
BoundsMax
readonly GTVector3
BoundsMin
readonly GTVector3
IsLeaf
readonly bool
LeftChildId
readonly int
NodeId
readonly int
ObjectIds
readonly int[]
RightChildId
readonly int
FrustumCullingResult
readonly struct
Frustum culling result
Source: SILVIA3DSceneGraph.cs
Constants and Fields
DistanceToCamera_units
readonly float
IsVisible
readonly bool
ObjectId
readonly int
Result
readonly CullingResult
LODSelectionResult
readonly struct
LOD selection result
Source: SILVIA3DSceneGraph.cs
Constants and Fields
DistanceToCamera_units
readonly float
Level
readonly LODLevel
MeshLODIndex
readonly int
ObjectId
readonly int
ShouldRender
readonly bool
OcclusionResult
readonly struct
Occlusion test result
Source: SILVIA3DSceneGraph.cs
Constants and Fields
IsOccluded
readonly bool
ObjectId
readonly int
OccluderId
readonly int
OcclusionPercentage
readonly float
SceneGraphCalculations
static class
Scene graph atomic calculations for high-performance rendering optimization.
All methods are aggressively inlined for maximum performance.
Source: SILVIA3DSceneGraph.cs
Methods
CalculateAABB
void CalculateAABB ( GTVector3[] vertices, out GTVector3 min, out GTVector3 max )
Calculate axis-aligned bounding box (AABB) from mesh vertices.
Returns min and max corners of the bounding box.
SpatialQueryResult
readonly struct
Spatial query result
Source: SILVIA3DSceneGraph.cs
Constants and Fields
Distance_units
readonly float
ObjectId
readonly int
WithinRange
readonly bool
Vector4
readonly struct
4D Vector for frustum planes (x, y, z, w)
Source: SILVIA3DSceneGraph.cs
Constants and Fields
W
readonly float
X
readonly float
Y
readonly float
Z
readonly float
GTOS.SILVIA3D.Terrain
ErosionResult
readonly struct
Erosion simulation result.
Source: SILVIA3DTerrain.cs
Constants and Fields
ErodedHeightmap
readonly float[,]
ExposedRock
readonly RockType[,]
Iterations
readonly int
SedimentDeposition
readonly float[,]
TotalMaterialEroded
readonly float
GeoPoint
readonly struct
Geospatial coordinate point.
For loading real-world terrain data with LOD decimation.
Source: SILVIA3DTerrain.cs
Constants and Fields
Elevation_m
readonly float
Latitude
readonly float
Longitude
readonly float
RockType
readonly RockType
TerrainCalculations
static class
Terrain generation and analysis atomic calculations.
Complete library for procedural landscapes and realistic simulation.
Source: SILVIA3DTerrain.cs
Methods
GenerateProceduralHeightmap
float[,] GenerateProceduralHeightmap ( int width, int height, float scale, int octaves, float persistence, float lacunarity, int seed )
Generate procedural terrain heightmap using Perlin noise.
Foundation for all terrain generation.
TerrainData
readonly struct
Terrain mesh with heightmap and metadata (2.5D - traditional).
Core data structure for basic terrain operations.
Source: SILVIA3DTerrain.cs
Constants and Fields
Height
readonly int
Heightmap
readonly float[,]
MaxHeight
readonly float
MinHeight
readonly float
Normals
readonly GTVector3[,]
Width
readonly int
TerrainData3D
readonly struct
3D terrain data with full RGBA vertex-color-encoded topology.
REVOLUTIONARY: 4-channel encoding solves caves, overhangs, material properties!
R = Feature type (8 types), G = Intensity (depth/height)
B = Hardness (Geology integration), A = Environmental (Climate integration)
ZERO memory overhead - vertex colors already exist in mesh!
Source: SILVIA3DTerrain.cs
Constants and Fields
CaveDepth
readonly float[,]
DepthResolution
readonly int
Height
readonly int
Heightmap
readonly float[,]
MaxHeight
readonly float
MinHeight
readonly float
Normals
readonly GTVector3[,]
OverhangHeight
readonly float[,]
RockLayers
readonly RockType[,]
Slopes
readonly float[,]
VertexColors
readonly GTColor[,]
WaterDepth
readonly float[,]
Width
readonly int
VegetationPlacement
readonly struct
Vegetation placement result for particle-to-plant system.
Seeds placed as particles, grow into trees/plants via growth simulation.
Source: SILVIA3DTerrain.cs
Constants and Fields
SeedCount
readonly int
SeedPositions
readonly GTVector3[]
VertexTerrainData
readonly struct
Decoded RGBA vertex data.
Full 4-channel terrain information from single vertex color.
Used for network integration (Geology, Climate, etc.)
Source: SILVIA3DTerrain.cs
WaterFlowResult
readonly struct
Water flow analysis result.
Critical for drainage networks, river generation, and vegetation placement.
Source: SILVIA3DTerrain.cs
Constants and Fields
FlowAccumulation
readonly float[,]
RiverCount
readonly int
RiverPaths
readonly GTVector2[]
GTOS.SILVIA3D.VR
FoveatedRegion
readonly struct
Foveated rendering region definition.
Source: SILVIA3DVR.cs
GTVector2
readonly struct
2D vector for UV coordinates and screen positions.
Source: SILVIA3DVR.cs
Constants and Fields
X
readonly float
Y
readonly float
Matrix4x4
struct
4×4 matrix for view/projection transforms.
Source: SILVIA3DVR.cs
Quaternion
readonly struct
Quaternion for rotation representation.
Source: SILVIA3DVR.cs
Constants and Fields
W
readonly float
X
readonly float
Y
readonly float
Z
readonly float
VRAtomics
static class
Source: SILVIA3DVR.cs
VRControllerState
readonly struct
VR controller state.
Source: SILVIA3DVR.cs
Constants and Fields
ButtonA
readonly bool
ButtonB
readonly bool
ButtonX
readonly bool
ButtonY
readonly bool
GripValue
readonly float
HapticIntensity
readonly float
Pose
readonly VRPose
ThumbstickAxis
readonly GTVector2
ThumbstickPress
readonly bool
TriggerValue
readonly float
VREyeMatrices
readonly struct
Eye-specific camera matrices.
Source: SILVIA3DVR.cs
Constants and Fields
ProjectionMatrix
readonly Matrix4x4
ViewMatrix
readonly Matrix4x4
ViewProjectionMatrix
readonly Matrix4x4
VRHeadsetConfig
struct
VR headset configuration.
Source: SILVIA3DVR.cs
Constants and Fields
ChromaticAberrationScale
float
LensDistortionK1
float
LensDistortionK2
float
RefreshRate_hz
float
ResolutionHeight
int
ResolutionWidth
int
SupportsEyeTracking
bool
SupportsHandTracking
bool
Type
VRHeadsetType
VRPose
readonly struct
VR pose (position + rotation) for head or controller.
Source: SILVIA3DVR.cs
Constants and Fields
IsValid
readonly bool
Position
readonly GTVector3
Rotation
readonly Quaternion
GTOS.Simulation.Capture
CameraState
struct
Camera state for viewpoint.
Source: SimulationCapture.cs
Constants and Fields
FarClip
float
FieldOfView
float
NearClip
float
Orientation
GTQuaternion
Position
GTVector3
CapturedFrame
struct
Single captured simulation frame (NO rendering data!).
Stores only calculation results and visual state.
Source: SimulationCapture.cs
Constants and Fields
Camera
CameraState
DeltaTime
float
FrameNumber
int
PhoxelMeshCount
int
ResultCount
int
Results
NetworkResult[]
Timestamp
double
RenderSettings
struct
Render settings for playback.
Source: SimulationCapture.cs
Constants and Fields
CustomHeight
int
CustomWidth
int
EnableDepthOfField
bool
EnableMotionBlur
bool
ExposureCompensation
float
OutputFormat
VideoFormat
Resolution
Resolution
TargetFPS
float
VisualizationMode
VisualizationMode
SimulationCapture
static class
Universal simulation capture and replay system.
MIL-SPEC compliant: zero-allocation capture, deterministic replay.
Source: SimulationCapture.cs
Methods
BeginCapture
void BeginCapture ( ExecutionMode mode, string description )
Initialize capture session.
Pre-allocates buffers for zero-allocation capture.
SimulationRecording
struct
Complete simulation recording.
Contains all frames and metadata.
Source: SimulationCapture.cs
Constants and Fields
AverageFrameTime
float
CaptureDate
long
CaptureMode
ExecutionMode
Description
string
Duration
double
Frames
CapturedFrame[]
TotalFrames
int
Generated from GTOS Savants source -- 2026-03-22

