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TerrainMask.h
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30[[nodiscard]] EVENGINE_API_DOMAINS Result<int> generateTerrainConcavityMask(Heightmap& target, const Heightmap& input,
58[[nodiscard]] EVENGINE_API_DOMAINS Result<int> generateTerrainCurvatureMask(Heightmap& target, const Heightmap& input,
78[[nodiscard]] EVENGINE_API_DOMAINS Result<int> growShrinkTerrainMask(Heightmap& target, const Heightmap& source,
96[[nodiscard]] EVENGINE_API_DOMAINS Result<int> applyTerrainStrength(Heightmap& target, const Heightmap& source,
112[[nodiscard]] EVENGINE_API_DOMAINS Result<int> smoothTerrainMask(Heightmap& target, const Heightmap& input,
144[[nodiscard]] EVENGINE_API_DOMAINS Result<int> configureTerrainBrushWorld(TerrainBrushBlendSettings& target,
163[[nodiscard]] EVENGINE_API_DOMAINS Result<int> blendTerrainBrush(Heightmap& target, const Heightmap& oldHeights,
184 Heightmap& target, const Heightmap& oldHeights, const Heightmap& erosion, const Heightmap& brush,
185 const TerrainBrushBlendSettings& spatial, const Heightmap& curve, TerrainStrengthMode mode, float strength,
210[[nodiscard]] EVENGINE_API_DOMAINS Result<int> transformTerrainMask(Heightmap& target, const Heightmap& source,
225[[nodiscard]] EVENGINE_API_DOMAINS Result<int> generateTerrainRangeMask(Heightmap& target, const Heightmap& source,
244[[nodiscard]] EVENGINE_API_DOMAINS Result<int> deriveTerrainSlope(Heightmap& target, const Heightmap& heights,
Move-only, checked operation results for the common layer.
In-memory terrain heightmap: a dense float grid (row-major, index = y * width + x) materialized from ...
Definition Heightmap.h:21
Definition EvpackPointGraphLoader.h:12
TerrainStrengthMode
StrengthTransform pass order; source pass 0 named Multiply actually replaces with the curve value.
Definition TerrainMask.h:82
Result< int > generateTerrainDistanceMask(Heightmap &target, const TerrainDistanceMaskSettings &s, const Heightmap &filterCurve, const Heightmap &strengthCurve)
Generate a transformed distance mask using circle, X, Z or rounded-square coordinates.
Definition TerrainMask.cpp:351
Result< int > transformTerrainMask(Heightmap &target, const Heightmap &source, const Heightmap &curve)
Transform scalar input through a clamped bilinear one-row curve texture.
Definition TerrainMask.cpp:305
Result< int > generateTerrainRangeMask(Heightmap &target, const Heightmap &source, float minimum, float maximum, const Heightmap &filterCurve, const Heightmap &strengthCurve)
Generate height/range fitness with smoothstep followed by filter and strength curves.
Definition TerrainMask.cpp:313
Result< int > generateTerrainCurvatureMask(Heightmap &target, const Heightmap &input, const Heightmap &heights, const Heightmap &curve, const TerrainCurvatureSettings &s, TerrainMaskBlend mode)
Radially blur heights, derive source curvature, transform its curve and combine with an input mask.
Definition TerrainMask.cpp:147
Result< int > configureTerrainBrushWorld(TerrainBrushBlendSettings &target, const TerrainStampSettings &w, int contextWidth, int contextHeight, const TerrainSampleGrid &h)
Configure paint-context UV matrices from world sample centers and a rotated stamp footprint.
Definition TerrainMask.cpp:29
Result< int > blendTerrainBrush(Heightmap &target, const Heightmap &oldHeights, const Heightmap &newHeights, const Heightmap &brush, const TerrainBrushBlendSettings &s)
Blend an erosion scalar output with old heights through transformed brush UVs.
Definition TerrainMask.cpp:265
TerrainMaskBlend
Ordered scalar-mask arithmetic; intermediate values are not clamped.
Definition TerrainStamp.h:9
Result< int > smoothTerrainMask(Heightmap &target, const Heightmap &input, float verticality, float blurRadius)
Apply Pcg's two-pass Smooth ImageMask operation to a scalar mask.
Definition TerrainMask.cpp:12
Result< int > applyTerrainStrength(Heightmap &target, const Heightmap &source, const Heightmap &curve, TerrainStrengthMode mode, float strength, bool invert)
Apply the reference strength curve, inversion, mode and final interpolation.
Definition TerrainMask.cpp:239
Result< int > deriveTerrainSlope(Heightmap &target, const Heightmap &heights, float spacingX, float spacingZ, float heightScale)
Derive the shader's slope metric 1-normal.y from world-scaled height gradients.
Definition TerrainMask.cpp:327
Result< int > generateTerrainErosionMask(Heightmap &target, const Heightmap &oldHeights, const Heightmap &erosion, const Heightmap &brush, const TerrainBrushBlendSettings &spatial, const Heightmap &curve, TerrainStrengthMode mode, float strength, bool userInvert)
Compose spatial erosion-output blending and the source's inverted strength filter atomically.
Definition TerrainMask.cpp:192
Result< int > generateTerrainConcavityMask(Heightmap &target, const Heightmap &input, const Heightmap &heights, const Heightmap &curve, const TerrainConcavitySettings &s, TerrainMaskBlend mode)
Generate source normalized-gradient concavity with border attenuation and indexed curve lookup.
Definition TerrainMask.cpp:73
TerrainDistanceAxis
Distance coordinates used by the Pcg distance-mask shader.
Definition TerrainMask.h:189
@ RoundedSquare
Result< int > growShrinkTerrainMask(Heightmap &target, const Heightmap &source, const Heightmap &curve, float distance)
Ordered radial Grow/Shrink followed by the reference strength curve.
Definition TerrainMask.cpp:203
Paint-context affine UV mappings, evaluated at destination pixel centers.
Definition TerrainMask.h:116
float heightOffsetZ
Definition TerrainMask.h:118
float heightOffsetX
Definition TerrainMask.h:118
Concavity source controls; featureSize is in height texels, concavity is signed.
Definition TerrainMask.h:11
Radial curvature controls; radius is UV distance, worldUnits scales signed height-minus-blur.
Definition TerrainMask.h:37
Value-only UV transform; distances are relative to the target raster, rotation in radians.
Definition TerrainMask.h:192
World X/Z positions of height sample centers, with positive spacing and dimensions.
Definition TerrainMask.h:125
Value configuration for a rectangular stamp in world X/Z coordinates.
Definition TerrainStamp.h:22