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#include <cstdint>#include <string>#include <variant>#include <vector>#include "common/Result.h"#include "procgen/heightmap/Heightmap.h"#include "procgen/heightmap/TerrainDetailLayer.h"#include "procgen/heightmap/TerrainObjectPlacement.h"#include "procgen/heightmap/TerrainProbePlacement.h"#include "procgen/heightmap/TerrainStamp.h"#include "procgen/heightmap/TerrainTreePlacement.h"类 | |
| struct | eve::procgen::TerrainSplatSpawnRule |
| One owned Pcg-style terrain texture spawn rule. 更多... | |
| struct | eve::procgen::TerrainDetailSpawnRule |
| One owned Pcg-style detail spawn rule. 更多... | |
| struct | eve::procgen::TerrainTreeSpawnRule |
| One owned Pcg-style tree spawn rule. 更多... | |
| struct | eve::procgen::TerrainObjectSpawnRule |
| One owned Pcg-style game-object spawn rule. 更多... | |
| struct | eve::procgen::TerrainProbeSpawnRule |
| One owned Pcg-style reflection or light probe spawn rule. 更多... | |
| struct | eve::procgen::TerrainModifierStampSpawnRule |
| One owned Pcg TerrainModifierStamp rule, including both ordered mask domains. 更多... | |
| class | eve::procgen::TerrainSpawnPlan |
| Own an ordered mixed-domain Pcg-style spawn recipe. Rule IDs are stable and unique. Every raster and setting is copied at insertion, so later caller mutation cannot alter replay. The plan is a value object with no scene references, callbacks, clock or mutable external state. 更多... | |
命名空间 | |
| namespace | eve |
| Build metadata (engine git commit, build time, third-party version). | |
| namespace | eve::procgen |