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Heightmap.cpp
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47 const float top = lerpHeight(data_[size_t(y0 * width_ + x0)], data_[size_t(y0 * width_ + x1)], tx);
64 const float top = lerpHeight(data_[size_t(y0 * width_ + x0)], data_[size_t(y0 * width_ + x1)], tx);
Intermediate 2D generation result. cells store semantic ids (see Semantic.h), not tile GIDs — convert...
Definition Grid2D.h:16
In-memory terrain heightmap: a dense float grid (row-major, index = y * width + x) materialized from ...
Definition Heightmap.h:19
float sampleBilinear(float x, float y) const
Bilinear height at continuous coordinate within [0, w) x [0, h).
Definition Heightmap.cpp:37
Heightmap()=default
bool toGrid(Grid2D &out, const TerrainBands &bands) const
Classify heights into a semantic Grid2D (source for tilemap generation).
Definition Heightmap.cpp:84
float sampleBilinearSeamless(float x, float y) const
Bilinear height with wrap-around (seamless tiling).
Definition Heightmap.cpp:52
static Heightmap generate(const TerrainSampler &sampler, int width, int height)
Materialize a Heightmap by sampling sampler at every pixel center.
Definition Heightmap.cpp:69
Deterministic terrain height sampling (Red Blob Games / Perlin fBm recipe).
Definition TerrainSampler.h:27
int getWorldWidth() const
Definition TerrainSampler.cpp:42
int getWorldHeight() const
Definition TerrainSampler.cpp:43
void setWorldSize(int width, int height)
Definition TerrainSampler.cpp:38
std::function< float(float, float)> asFunction() const
Definition TerrainSampler.cpp:124
Definition BuiltinAlgorithms.cpp:13
uint32_t semanticAt(float height) const
Definition TerrainSampler.cpp:159