Heightfield 1.0
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Musgrave's original ridged multifractal terrain model. More...
#include <analyticfield.h>
Public Member Functions | |
AnalyticMusgrave (const double &, const double &, const double &, const double &, int, const double &, const double &, const Vector2 &=Vector2::Null) | |
Constructor. | |
double | Value (const Vector2 &) const |
Compute the field function. | |
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AnalyticHeightField () | |
Empty. | |
virtual double | Height (const Vector2 &) const |
Compute elevation at a given point. | |
virtual Vector | Normal (const Vector2 &) const |
Compute the normal to the field. | |
HeightField | CreateHeightField (const Box2 &, int, int) const |
Create a HeightField given an input domain. | |
double | Slope (const Vector2 &) const |
Compute the slope at a given point. | |
double | AverageSlope (const Vector2 &, int=8) const |
Compute the average slope at a given point. | |
double | Slope (const Vector2 &, const Vector2 &) const |
Compute the slope in a given direction and at a given point. | |
QVector< double > | Cross (const Vector2 &, const Vector2 &, int) const |
Compute the elevation along a segment. | |
Static Public Member Functions | |
static double | Ridge (double) |
Musgrave ridge function. | |
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static double | Ridge (const double &, const double &=0.0) |
Ridge function. | |
Protected Attributes | |
double | z0 |
Base noise function, the same for all Musgrave fractal terrains. | |
double | amp |
Amplitude. | |
double | wave |
Wavelength. | |
double | lacunarity |
Hurst exponent. | |
int | octaves |
Number of octaves. | |
Additional Inherited Members | |
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static double | Epsilon = 1e-6 |
Epsilon value used for gradient computation. | |
Musgrave's original ridged multifractal terrain model.
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explicit |
Constructor.
z | Constant (base) elevation. |
a | Vertical scaling factor. |
wave | Starting wavelength. |
lacunarity | Lacunarity. |
o | Number of signals. |
gain | Gain. |
H | Hurst exponent. |
tt | Offset vector. |
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inlinestatic |
Musgrave ridge function.
Should be applied to a noise function value. Ridges are created by taking the absolute value of the input signal, and squaring the result to amplify the ridged effect.
y | Signal, should be a noise value in [-1,1]. |
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virtual |
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protected |
Base noise function, the same for all Musgrave fractal terrains.
Base elevation.