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TerrainSplatmap.h 文件参考
#include <memory>
#include <string>
#include <vector>
#include "common/Result.h"

浏览源代码.

类

class  eve::procgen::TerrainSplatmap
 Owning normalized terrain texture-layer weights with atomic mutation. Layers share one finite width/height topology and each texel sums to one within float tolerance. 更多...
 
struct  eve::procgen::TerrainTextureAlignSettings
 World-space placement and Pcg-compatible seam blending controls for two splatmaps. 更多...
 
class  eve::procgen::GtsHeightBlendSet
 Owning ordered GTS layer-height rasters and their alpha-channel transforms. 更多...
 
struct  eve::procgen::TerrainSplatTile
 Borrowed terrain splat owner and world geometry for one synchronous texture transaction. 更多...
 
class  eve::procgen::TerrainMultiSplatWorkspace
 Owning script-safe multi-terrain splat transaction and all-tile undo history. Input maps are copied. Paint, report and history publish through one owner-thread swap; no external references, callbacks, renderer resources, RNG or time survive a call. 更多...
 

命名空间

namespace  eve
 Build metadata (engine git commit, build time, third-party version).
 
namespace  eve::procgen
 

函数

Result< int > eve::procgen::alignTerrainSplatTextures (TerrainSplatmap &terrainA, TerrainSplatmap &terrainB, const TerrainTextureAlignSettings &settings)
 Blend texture weights on adjacent terrain edges using Pcg's synchronized-noise equation.
 
Result< int > eve::procgen::applyGtsHeightBlend (TerrainSplatmap &output, const TerrainSplatmap &input, const GtsHeightBlendSet &heights, float blendFactor)
 Recompute all splat weights using the GTS texture-height blending equation.
 
Result< int > eve::procgen::paintTerrainSplatLayer (TerrainSplatmap &target, const Heightmap &paint, int targetLayer)
 Replace one terrain layer with a normalized paint raster and proportionally renormalize all other layers.
 
Result< TerrainMultiTileReport > eve::procgen::paintTerrainSplatLayerMultiTile (const std::vector< TerrainSplatTile > &tiles, const Heightmap &operationPaint, int targetLayer, const TerrainStampSettings &operationSettings, bool worldMapOperation=false, const std::vector< std::string > &validTerrainNames={})
 Paint one shared Pcg Texture-domain operation raster across selected tiles atomically.