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

浏览源代码.

类

struct  eve::procgen::TerrainTreePlacementSettings
 Explicit deterministic tree placement configuration for one terrain rectangle and resource. 更多...
 
struct  eve::procgen::TerrainTreeRescaleSettings
 Previous and replacement prototype values used for atomic Pcg-style tree refresh. 更多...
 
struct  eve::procgen::TerrainTreeTile
 Borrowed terrain-local tree owner, height raster and world geometry for one synchronous transaction. 更多...
 
class  eve::procgen::TerrainMultiTreeWorkspace
 Owning script-safe multi-terrain tree transaction workspace. Tree sets and height rasters are copied on insertion. Each operation and all-tile history snapshot is evaluated in a private candidate and published by one owner-thread swap. No external pointer, callback or hidden RNG survives. 更多...
 

命名空间

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

枚举

enum class  eve::procgen::TerrainTreeScaleMode : std::uint8_t { eve::procgen::Fixed , eve::procgen::Fitness , eve::procgen::Random , eve::procgen::FitnessRandomized }
 Pcg-compatible rules for deriving tree scale from placement fitness. 更多...
 
enum class  eve::procgen::TerrainTreeYOffsetMode : std::uint8_t { eve::procgen::TerrainHeight , eve::procgen::SeaLevel , eve::procgen::Custom }
 Height reference used when a tree does not snap directly to terrain. 更多...
 
enum class  eve::procgen::TerrainTreeOperationMode : std::uint8_t { eve::procgen::Add , eve::procgen::Replace , eve::procgen::Remove }
 Pcg SetTerrainTrees operation branch. Add and Replace both append after upstream clearing policy. 更多...
 

函数

Result< TerrainMultiTileReport > eve::procgen::applyTerrainTreesMultiTile (const std::vector< TerrainTreeTile > &tiles, const Heightmap &operationFitness, const TerrainTreePlacementSettings &settings, const TerrainStampSettings &operationSettings, TerrainTreeOperationMode mode, bool worldMapOperation=false, const std::vector< std::string > &validTerrainNames={})
 Apply one Pcg tree distribution window across selected terrain tiles atomically.
 
Result< int > eve::procgen::exportTerrainTreePoints (PointSet &output, const Heightmap &fitness, const Heightmap &heights, const TerrainTreePlacementSettings &settings)
 Scan a terrain rectangle and atomically export accepted Pcg-style tree instances.
 
Result< int > eve::procgen::removeTerrainTreePoints (PointSet &output, const PointSet &input, const Heightmap &fitness, const TerrainTreePlacementSettings &settings)
 Remove matching tree points wherever the current fitness is strictly above the threshold.
 
Result< int > eve::procgen::rescaleTerrainTreePoints (PointSet &output, const PointSet &input, const TerrainTreeRescaleSettings &settings)
 Atomically refresh scale, bounds and bend metadata for one tree asset while preserving identity/transform.