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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

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

SILVIA is a registered Trademark of Cognitive Code Corp.