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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.