命名空间 | |
| namespace | dtlutil |
| namespace | Semantic |
| Stable semantic cell ids stored in Grid2D.cells (not tile GIDs). | |
类 | |
| class | CloudField |
| Deterministic, seamlessly-tiling, time-animated procedural cloud field. 更多... | |
| class | CloudShadow |
| Cloud shadows cast onto the ground plane. 更多... | |
| struct | ColorRamp |
| Piecewise-linear color ramp in t∈[0,1], with optional hard banding. 更多... | |
| class | GeneratorRegistry |
| class | Grid2D |
Intermediate 2D generation result. cells store semantic ids (see Semantic.h), not tile GIDs — convert via Palette when applying to a TileLayer. 更多... | |
| class | Heightmap |
| In-memory terrain heightmap: a dense float grid (row-major, index = y * width + x) materialized from a TerrainSampler or filled by hand. 更多... | |
| class | MeshBuild |
| CPU triangle mesh from procedural mesh recipes (e.g. marching cubes). Positions/normals are xyz-packed; uvs are st-packed; indices are triangles. 更多... | |
| class | MeshRecipeRegistry |
| struct | NoiseField |
| Deterministic value-noise helpers for pixel textures. When periodX/periodY > 0, lattice wraps for seamless tiling. 更多... | |
| class | OutputSpec |
| Configurable generation sink. target: "grid" | "tilelayer" | "json" 更多... | |
| class | PaletteTable |
| Named palette: semantic name -> tile GID. Unmapped semantics become GID 0. 更多... | |
| class | Params |
Generation parameters. Algorithm-specific keys live in values as strings (no overloads; typed setters/getters for script convenience). 更多... | |
| struct | PbrParams |
| PBR surface defaults for a generated material. Every map in a PBR set is derived from the same displacement field (see TextureRecipeDef). 更多... | |
| class | PbrRecipeRegistry |
| struct | PbrTextureSet |
| Full metallic-roughness PBR map set. All maps are caller-owned; call destroy() (or delete each pointer) when done. Maps are derived from one shared displacement field so albedo, normal, height, roughness, metallic and AO line up pixel-for-pixel. 更多... | |
| class | Procgen |
Procedural generation module. Phase A: runtime maps (semantic Grid2D → TileLayer). Phase B: runtime textures (ImageData / Texture). Phase C (partial): mesh recipes (Marching Cubes → MeshBuild / Mesh). Script: procgen <- eve.Procgen(); 更多... | |
| struct | Rgba8 |
| struct | TerrainBands |
| class | TerrainSampler |
| Deterministic terrain height sampling (Red Blob Games / Perlin fBm recipe). 更多... | |
| struct | TextureGenContext |
| struct | TextureRecipeDef |
| A procedural texture is fully described by an albedo ramp + a displacement field + PBR knobs. From one definition both an albedo recipe (ImageData) and a full PBR set (albedo/normal/roughness/metallic/height/ao) are produced. 更多... | |
| class | TextureRecipeRegistry |
类型定义 | |
| using | MeshRecipeFn = std::function< bool(const Params ¶ms, MeshBuild &out, std::string &error)> |
| using | GeneratorFn = std::function< bool(const Params ¶ms, Grid2D &out, std::string &error)> |
| using | PbrRecipeFn = std::function< PbrTextureSet *(const Params ¶ms, std::string &error)> |
| Recipe returns a full PBR set (caller owns), or nullptr on failure. | |
| using | TextureRecipeFn = std::function< image::ImageData *(const Params ¶ms, std::string &error)> |
| Recipe returns a new RGBA8 ImageData (caller owns), or nullptr on failure. | |
函数 | |
| void | registerWfcSimple (GeneratorRegistry ®istry) |
| void | registerTerrainHeightmapAlgorithm (GeneratorRegistry ®istry) |
| bool | generateBushMesh (const Params ¶ms, MeshBuild &out, std::string &error) |
Build a deterministic procedural small bush. Registered as the mesh.bush recipe. | |
| bool | generateLinearStructure (const std::string &kind, const Params ¶ms, MeshBuild &out, std::string &error) |
Procedural linear, tileable structures (fences, walls, bridges, the Great Wall, hedges, cheval de frise, ...). Each recipe builds one tileable unit segment from axis-aligned boxes and oriented beams, then repeats it segments times along the X axis so units join seamlessly end-to-end. | |
| void | registerLinearStructureRecipes (MeshRecipeRegistry ®istry) |
| Register all built-in linear structure mesh recipes into a registry. | |
| bool | generateHexPlanetMesh (const Params ¶ms, MeshBuild &out, std::string &error) |
| Build the dual of a subdivided icosahedron. The result is a closed planet made of hexagonal cells plus the twelve pentagons required by spherical topology. Params: radius (1), subdivisions (2), tileInset (0.06, in [0, 0.5)). | |
| bool | marchingCubes (const float *density, int nx, int ny, int nz, float isolevel, MeshBuild &out, std::string *error=nullptr) |
| Classic Marching Cubes (Lorensen & Cline) over a regular scalar volume. Density >= isolevel is treated as solid; normals point toward empty space. | |
| bool | fillDensityField (const Params ¶ms, std::vector< float > &density, int &nx, int &ny, int &nz, std::string &error) |
| Fill a density volume from a named field recipe (sphere / noise / terrain / torus). | |
| bool | generateMarchingCubesMesh (const Params ¶ms, MeshBuild &out, std::string &error) |
| Build mesh from Params (field + resolution + isolevel). | |
| bool | generateRockMesh (const Params ¶ms, MeshBuild &out, std::string &error) |
| Build a shared-vertex, deformed icosphere rock for economical game props. | |
| void | registerRoguelikeGenerator (GeneratorRegistry ®istry) |
| Register the "level.roguelike" algorithm (idempotent). | |
| bool | autotileGridInPlace (Grid2D &grid) |
Post-process any generated Grid2D: fill each wall cell's detail with an 8-bit neighbour mask describing which adjacent cells are walkable. Useful to add direction-aware wall tiles to levels from other generators. Returns false if the grid has no wall cells (still clears detail). | |
| uint32_t | randomSeedValue () |
| Produce a fresh seed suitable for regenerating a level (never 0). | |
| bool | generateSkyscraperMesh (const Params ¶ms, MeshBuild &out, std::string &error) |
Build a deterministic procedural skyscraper. Registered as the mesh.skyscraper recipe. | |
| bool | generateTreeMesh (const Params ¶ms, MeshBuild &out, std::string &error) |
Build a deterministic procedural tree. Registered as the mesh.tree recipe. | |
| std::string | gridToJson (const Grid2D &grid) |
| Compact JSON for debugging / reload workflows (not full Tiled). | |
| bool | writeGridJson (const Grid2D &grid, const std::string &path, std::string *error) |
| Module_IMPL (Procgen, new Procgen()) | |
| void | registerProcgenCapabilities () |
| const char * | semanticName (uint32_t id) |
| uint32_t | semanticId (const std::string &name) |
| const std::vector< TextureRecipeDef > & | builtinTextureDefs () |
| All built-in texture definitions (albedo + PBR). Populated lazily. | |
| image::ImageData * | grayscaleImage (const std::vector< float > &values, int w, int h) |
| Build a grayscale RGBA8 image from per-pixel values in [0,1]. Caller owns. | |
| PbrTextureSet * | generatePbrSet (const TextureRecipeDef &def, const Params ¶ms, std::string &error) |
| Build a full PBR set from a texture definition. Caller owns the result. | |
| void | fillHeightField (const TextureGenContext &ctx, const std::function< float(float, float, const NoiseField &)> &fn, std::vector< float > &height) |
Sample a height function over the full [w×h] grid into height (clamped to [0,1]). | |
| void | paintHeightToImage (image::ImageData &img, const std::vector< float > &height, int w, int h, const ColorRamp &ramp, int bands, int pixelSize) |
| image::ImageData * | heightToNormalImage (const std::vector< float > &height, int w, int h, float strength, bool seamless) |
类型定义说明
◆ GeneratorFn
| using eve::procgen::GeneratorFn = typedef std::function<bool(const Params ¶ms, Grid2D &out, std::string &error)> |
在文件 GeneratorRegistry.h 第 13 行定义.
◆ MeshRecipeFn
| using eve::procgen::MeshRecipeFn = typedef std::function<bool(const Params ¶ms, MeshBuild &out, std::string &error)> |
在文件 MarchingCubes.h 第 37 行定义.
◆ PbrRecipeFn
| using eve::procgen::PbrRecipeFn = typedef std::function<PbrTextureSet *(const Params ¶ms, std::string &error)> |
Recipe returns a full PBR set (caller owns), or nullptr on failure.
在文件 PbrMaterial.h 第 44 行定义.
◆ TextureRecipeFn
| using eve::procgen::TextureRecipeFn = typedef std::function<image::ImageData *(const Params ¶ms, std::string &error)> |
Recipe returns a new RGBA8 ImageData (caller owns), or nullptr on failure.
在文件 TextureRecipe.h 第 20 行定义.
函数说明
◆ autotileGridInPlace()
| bool eve::procgen::autotileGridInPlace | ( | Grid2D & | grid | ) |
Post-process any generated Grid2D: fill each wall cell's detail with an 8-bit neighbour mask describing which adjacent cells are walkable. Useful to add direction-aware wall tiles to levels from other generators. Returns false if the grid has no wall cells (still clears detail).
在文件 RoguelikeGenerator.cpp 第 347 行定义.
引用了 eve::procgen::Grid2D::getHeight() , 以及 eve::procgen::Grid2D::getWidth().
◆ builtinTextureDefs()
| const std::vector< TextureRecipeDef > & eve::procgen::builtinTextureDefs | ( | ) |
All built-in texture definitions (albedo + PBR). Populated lazily.
在文件 BuiltinTextures.cpp 第 479 行定义.
被这些函数引用 eve::procgen::TextureRecipeRegistry::registerBuiltins() , 以及 eve::procgen::PbrRecipeRegistry::registerPbrBuiltins().
◆ fillDensityField()
| bool eve::procgen::fillDensityField | ( | const Params & | params, |
| std::vector< float > & | density, | ||
| int & | nx, | ||
| int & | ny, | ||
| int & | nz, | ||
| std::string & | error | ||
| ) |
Fill a density volume from a named field recipe (sphere / noise / terrain / torus).
在文件 MarchingCubes.cpp 第 331 行定义.
引用了 d, error, fillDensityField(), eve::procgen::Params::getFloat(), eve::procgen::Params::getHeight(), eve::procgen::Params::getInt(), eve::procgen::Params::getSeed(), eve::procgen::Params::getString(), eve::procgen::Params::getWidth(), h, margin, n, px, scale, seed, x, y , 以及 z.
被这些函数引用 fillDensityField() , 以及 generateMarchingCubesMesh().
◆ fillHeightField()
| void eve::procgen::fillHeightField | ( | const TextureGenContext & | ctx, |
| const std::function< float(float, float, const NoiseField &)> & | fn, | ||
| std::vector< float > & | height | ||
| ) |
Sample a height function over the full [w×h] grid into height (clamped to [0,1]).
在文件 TextureRecipe.cpp 第 66 行定义.
引用了 fn, height, eve::procgen::TextureGenContext::height, n, eve::procgen::TextureGenContext::scale, eve::procgen::TextureGenContext::seamless, eve::procgen::NoiseField::seed, eve::procgen::TextureGenContext::seed, u, v, eve::procgen::TextureGenContext::width, x , 以及 y.
被这些函数引用 generatePbrSet().
◆ generateBushMesh()
Build a deterministic procedural small bush. Registered as the mesh.bush recipe.
在文件 BushMesh.cpp 第 127 行定义.
引用了 c, eve::procgen::MeshBuild::clear(), cy, dir, eve::procgen::MeshBuild::empty(), error, eve::procgen::Params::getFloat(), eve::procgen::Params::getInt(), eve::procgen::Params::getSeed(), eve::procgen::Params::getString(), height, eve::procgen::MeshBuild::setMeta(), sides , 以及 width.
被这些函数引用 eve::procgen::MeshRecipeRegistry::registerBuiltins().
◆ generateHexPlanetMesh()
| bool eve::procgen::generateHexPlanetMesh | ( | const Params & | params, |
| MeshBuild & | out, | ||
| std::string & | error | ||
| ) |
Build the dual of a subdivided icosahedron. The result is a closed planet made of hexagonal cells plus the twelve pentagons required by spherical topology. Params: radius (1), subdivisions (2), tileInset (0.06, in [0, 0.5)).
在文件 MarchingCubes.cpp 第 149 行定义.
引用了 error, f, eve::procgen::Params::getFloat(), eve::procgen::Params::getInt() , 以及 v.
被这些函数引用 eve::procgen::MeshRecipeRegistry::registerBuiltins().
◆ generateLinearStructure()
| bool eve::procgen::generateLinearStructure | ( | const std::string & | kind, |
| const Params & | params, | ||
| MeshBuild & | out, | ||
| std::string & | error | ||
| ) |
Procedural linear, tileable structures (fences, walls, bridges, the Great Wall, hedges, cheval de frise, ...). Each recipe builds one tileable unit segment from axis-aligned boxes and oriented beams, then repeats it segments times along the X axis so units join seamlessly end-to-end.
Shared params:
- segments: int, repeat count along X (default 6)
- segLength: float, length of one unit in world units (default 1.0)
- height: float, overall height override (per-kind default)
- depth: float, thickness along Z override (per-kind default)
- thickness: float, plank / rail / beam thickness override (per-kind default)
- scale: float, uniform world scale (default 1.0)
- uvRepeat: float, texture repeats per world unit so grain/brick tiling stays continuous across unit seams (default 2.0)
在文件 LinearStructure.cpp 第 223 行定义.
引用了 eve::procgen::MeshBuild::clear(), eve::procgen::MeshBuild::empty(), error, eve::procgen::Params::getFloat(), eve::procgen::Params::getInt(), kind, p, eve::procgen::MeshBuild::positions(), eve::procgen::MeshBuild::reserve(), scale , 以及 eve::procgen::MeshBuild::setMeta().
被这些函数引用 registerLinearStructureRecipes().
◆ generateMarchingCubesMesh()
| bool eve::procgen::generateMarchingCubesMesh | ( | const Params & | params, |
| MeshBuild & | out, | ||
| std::string & | error | ||
| ) |
Build mesh from Params (field + resolution + isolevel).
在文件 MarchingCubes.cpp 第 427 行定义.
引用了 eve::procgen::MeshBuild::empty(), error, fillDensityField(), generateMarchingCubesMesh(), eve::procgen::Params::getFloat(), eve::procgen::Params::getString(), marchingCubes() , 以及 eve::procgen::MeshBuild::setMeta().
被这些函数引用 generateMarchingCubesMesh() , 以及 eve::procgen::MeshRecipeRegistry::registerBuiltins().
◆ generatePbrSet()
| PbrTextureSet * eve::procgen::generatePbrSet | ( | const TextureRecipeDef & | def, |
| const Params & | params, | ||
| std::string & | error | ||
| ) |
Build a full PBR set from a texture definition. Caller owns the result.
在文件 PbrMaterial.cpp 第 66 行定义.
引用了 eve::procgen::TextureRecipeDef::albedo, eve::procgen::PbrParams::aoStrength, error, fillHeightField(), eve::procgen::TextureGenContext::fromParams(), eve::procgen::Params::getFloat(), grayscaleImage(), h, height, eve::procgen::TextureRecipeDef::height, eve::procgen::PbrParams::heightStrength, heightToNormalImage(), eve::procgen::PbrParams::metallic, eve::procgen::PbrParams::normalStrength, paintHeightToImage(), eve::procgen::TextureRecipeDef::pbr, eve::procgen::PbrParams::roughnessHigh, eve::procgen::PbrParams::roughnessLow, w, x , 以及 y.
被这些函数引用 eve::procgen::PbrRecipeRegistry::registerPbrBuiltins().
◆ generateRockMesh()
Build a shared-vertex, deformed icosphere rock for economical game props.
在文件 RockMesh.cpp 第 165 行定义.
引用了 a, eve::procgen::MeshBuild::addTriangle(), eve::procgen::MeshBuild::addVertex(), b, c, eve::procgen::MeshBuild::clear(), cutDepth, d, depth, error, eve::procgen::Params::getFloat(), eve::procgen::Params::getInt(), eve::procgen::Params::getSeed(), eve::procgen::Params::getString(), eve::procgen::Params::has(), n, p, eve::procgen::MeshBuild::reserve(), scale, seed, eve::procgen::MeshBuild::setMeta() , 以及 triangles.
被这些函数引用 eve::procgen::MeshRecipeRegistry::registerBuiltins().
◆ generateSkyscraperMesh()
| bool eve::procgen::generateSkyscraperMesh | ( | const Params & | params, |
| MeshBuild & | out, | ||
| std::string & | error | ||
| ) |
Build a deterministic procedural skyscraper. Registered as the mesh.skyscraper recipe.
The tower is a stack of setback tiers, each a solid box whose footprint shrinks as it rises. Every facade is a subdivided window grid: each cell emits a small window quad raised slightly in front of the wall plane (a thin windowDepth lip), so openings read under directional lighting without coplanar z-fighting. An optional spire / antenna cap finishes the roof.
Parameters (all optional): seed reproducible RNG (default 1) baseWidth footprint extent along X (default 10) baseDepth footprint extent along Z (default 10) tiers number of setback levels (default 5, range [1, 24]) tierHeight height of one tier (default 6) setback per-tier footprint shrink fraction (default 0.08, range [0, 0.6)) windowCols window columns per facade (default 6, range [1, 24]) windowRows window rows per tier (default 4, range [1, 24]) windowDepth window lip height above the wall (default 0.04) spireHeight antenna / spire height (default 0, disabled)
UV convention: wall quads sample the lower-left texel region (0.25, 0.5), window quads the upper-right texel region (0.75, 0.5), so a tiny 2x2 atlas can tint openings bright vs walls dark, or a full facade texture can be used with the same mapping per-cell.
在文件 SkyscraperMesh.cpp 第 102 行定义.
引用了 eve::procgen::MeshBuild::clear(), cx, eve::procgen::MeshBuild::empty(), error, eve::procgen::Params::getFloat(), eve::procgen::Params::getInt(), s , 以及 eve::procgen::MeshBuild::setMeta().
被这些函数引用 eve::procgen::MeshRecipeRegistry::registerBuiltins().
◆ generateTreeMesh()
Build a deterministic procedural tree. Registered as the mesh.tree recipe.
在文件 TreeMesh.cpp 第 369 行定义.
引用了 attractorCount, c, eve::procgen::MeshBuild::clear(), crownRadius, dir, droop, eve::procgen::MeshBuild::empty(), error, foliageStart, eve::procgen::Params::getFloat(), eve::procgen::Params::getInt(), eve::procgen::Params::getSeed(), eve::procgen::Params::getString(), h, height, influenceRadius, killRadius, lowerLeafCoverage, maxChildren, maxCumulativeAngle, maxTurnAngle, parent, eve::procgen::MeshBuild::setMeta(), sides, tropism, trunkRadius , 以及 upperLeafCoverage.
被这些函数引用 eve::procgen::MeshRecipeRegistry::registerBuiltins().
◆ grayscaleImage()
| image::ImageData * eve::procgen::grayscaleImage | ( | const std::vector< float > & | values, |
| int | w, | ||
| int | h | ||
| ) |
Build a grayscale RGBA8 image from per-pixel values in [0,1]. Caller owns.
在文件 PbrMaterial.cpp 第 54 行定义.
被这些函数引用 generatePbrSet().
◆ gridToJson()
| std::string eve::procgen::gridToJson | ( | const Grid2D & | grid | ) |
Compact JSON for debugging / reload workflows (not full Tiled).
在文件 JsonExport.cpp 第 29 行定义.
引用了 eve::procgen::Grid2D::cells(), eve::procgen::Grid2D::getHeight(), eve::procgen::Grid2D::getMeta(), eve::procgen::Grid2D::getObjectCount(), eve::procgen::Grid2D::getObjectGid(), eve::procgen::Grid2D::getObjectHeight(), eve::procgen::Grid2D::getObjectName(), eve::procgen::Grid2D::getObjectType(), eve::procgen::Grid2D::getObjectWidth(), eve::procgen::Grid2D::getObjectX(), eve::procgen::Grid2D::getObjectY(), eve::procgen::Grid2D::getWidth() , 以及 semanticName().
被这些函数引用 eve::procgen::Procgen::gridToJson() , 以及 writeGridJson().
◆ heightToNormalImage()
| image::ImageData * eve::procgen::heightToNormalImage | ( | const std::vector< float > & | height, |
| int | w, | ||
| int | h, | ||
| float | strength, | ||
| bool | seamless | ||
| ) |
在文件 TextureRecipe.cpp 第 106 行定义.
被这些函数引用 eve::procgen::Procgen::generateNormalImage() , 以及 generatePbrSet().
◆ marchingCubes()
| bool eve::procgen::marchingCubes | ( | const float * | density, |
| int | nx, | ||
| int | ny, | ||
| int | nz, | ||
| float | isolevel, | ||
| MeshBuild & | out, | ||
| std::string * | error = nullptr |
||
| ) |
Classic Marching Cubes (Lorensen & Cline) over a regular scalar volume. Density >= isolevel is treated as solid; normals point toward empty space.
density is row-major: index = x + y * nx + z * nx * ny, size nx*ny*nz. Cell (x,y,z) spans corners [x..x+1]×[y..y+1]×[z..z+1] (so loops are nx-1 etc.).
在文件 MarchingCubes.cpp 第 239 行定义.
引用了 a, eve::procgen::MeshBuild::addTriangle(), eve::procgen::MeshBuild::addVertex(), b, eve::procgen::MeshBuild::clear(), cx, cy, error, eve::procgen::MeshBuild::getVertexCount(), marchingCubes(), px, eve::procgen::MeshBuild::reserve(), eve::procgen::MeshBuild::setMeta(), x, y , 以及 z.
被这些函数引用 generateMarchingCubesMesh() , 以及 marchingCubes().
◆ Module_IMPL()
| eve::procgen::Module_IMPL | ( | Procgen | , |
| new | Procgen() | ||
| ) |
◆ paintHeightToImage()
| void eve::procgen::paintHeightToImage | ( | image::ImageData & | img, |
| const std::vector< float > & | height, | ||
| int | w, | ||
| int | h, | ||
| const ColorRamp & | ramp, | ||
| int | bands, | ||
| int | pixelSize | ||
| ) |
在文件 TextureRecipe.cpp 第 86 行定义.
引用了 c, eve::image::ImageData::getData(), h, height, eve::procgen::Rgba8::r, eve::procgen::ColorRamp::sampleBanded(), w, x , 以及 y.
被这些函数引用 generatePbrSet().
◆ randomSeedValue()
| uint32_t eve::procgen::randomSeedValue | ( | ) |
Produce a fresh seed suitable for regenerating a level (never 0).
在文件 RoguelikeGenerator.cpp 第 352 行定义.
引用了 v.
被这些函数引用 eve::procgen::Procgen::randomSeed().
◆ registerLinearStructureRecipes()
| void eve::procgen::registerLinearStructureRecipes | ( | MeshRecipeRegistry & | registry | ) |
Register all built-in linear structure mesh recipes into a registry.
在文件 LinearStructure.cpp 第 283 行定义.
引用了 generateLinearStructure(), p , 以及 eve::procgen::MeshRecipeRegistry::registerRecipe().
被这些函数引用 eve::procgen::MeshRecipeRegistry::registerBuiltins().
◆ registerProcgenCapabilities()
| void eve::procgen::registerProcgenCapabilities | ( | ) |
在文件 ProcgenCapabilities.cpp 第 101 行定义.
引用了 impl , 以及 eve::cap::query().
被这些函数引用 eve::procgen::Procgen::Procgen().
◆ registerRoguelikeGenerator()
| void eve::procgen::registerRoguelikeGenerator | ( | GeneratorRegistry & | registry | ) |
Register the "level.roguelike" algorithm (idempotent).
在文件 RoguelikeGenerator.cpp 第 343 行定义.
引用了 eve::procgen::GeneratorRegistry::registerAlgorithm().
被这些函数引用 eve::procgen::GeneratorRegistry::registerBuiltins().
◆ registerTerrainHeightmapAlgorithm()
| void eve::procgen::registerTerrainHeightmapAlgorithm | ( | GeneratorRegistry & | registry | ) |
◆ registerWfcSimple()
| void eve::procgen::registerWfcSimple | ( | GeneratorRegistry & | registry | ) |
◆ semanticId()
| uint32_t eve::procgen::semanticId | ( | const std::string & | name | ) |
在文件 Semantic.cpp 第 39 行定义.
引用了 eve::procgen::Semantic::Empty , 以及 name.
◆ semanticName()
| const char * eve::procgen::semanticName | ( | uint32_t | id | ) |
在文件 Semantic.cpp 第 22 行定义.
引用了 eve::procgen::Semantic::Corridor, eve::procgen::Semantic::Dirt, eve::procgen::Semantic::Door, eve::procgen::Semantic::Empty, eve::procgen::Semantic::Floor, eve::procgen::Semantic::Grass, eve::procgen::Semantic::Sand, eve::procgen::Semantic::Snow, eve::procgen::Semantic::Stone, eve::procgen::Semantic::Wall , 以及 eve::procgen::Semantic::Water.
被这些函数引用 eve::procgen::PaletteTable::getGid() , 以及 gridToJson().
◆ writeGridJson()
| bool eve::procgen::writeGridJson | ( | const Grid2D & | grid, |
| const std::string & | path, | ||
| std::string * | error | ||
| ) |
在文件 JsonExport.cpp 第 56 行定义.
引用了 error , 以及 gridToJson().
被这些函数引用 eve::procgen::Procgen::generateTo().