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| LayerFieldErosion () |
| | Empty.
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| | LayerFieldErosion (const Box2 &, int, int) |
| | Create a terrain adapted to erosion simulations.
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| | LayerFieldErosion (const HeightField &) |
| | Create a terrain adapted to erosion simulations.
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| | LayerFieldErosion (const ScalarField2 &, const ScalarField2 &) |
| | Create a terrain adapted to erosion simulations.
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| ~LayerFieldErosion () |
| | Empty.
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| void | SetEvaporation (const double &) |
| | Set the constant of evaporation.
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| void | SetBordersFlow (const double &) |
| | Set the percentage of sand that would flow out of the domain when flow reaches border cells.
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| void | ThermalImpactSlope (const double &) |
| | Globally transform a thin layer of bedrock into rocks.
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| bool | StabilizeStep (const double &, int, int, ScalarField2 &, ScalarField2 &, ScalarField2 &) |
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| bool | FlowOneStep (const double &) |
| | One flow step.
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| bool | FlowStep (const double &, int) |
| | Perform a set of flow.
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| bool | WorldmachineStep (const double &) |
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| bool | WorldmachineSeveralStep (const double &) |
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| void | HydraulicImpact (const double &) |
| | Add water all over the terrain.
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void | HydraulicEvaporate () |
| | Evaporation.
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void | VegetationDestruction () |
| | Destroys the vegetation layer.
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void | GrassSeed () |
| | Seed grass on a terrain.
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void | ProceduralVegetation () |
| | Create vegetation.
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| void | GrassOverall (const double &=0.5) |
| | Add grass over the entire terrain, regardless of the conditions of the environment.
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Mesh | CreateGeometry () const |
| | Create geometry.
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| void | Droplet (const Vector2 &, const double &) |
| | Erode the terrain using a single droplet.
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| void | GlobalDropletErosion (const double &) |
| | Erode the terrain by distributing droplets all over the terrain.
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| void | RandomDropletErosion (int, const double &) |
| | Erode the terrain using randomly distributed droplets.
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| void | PointDropletErosion (const Vector2 &, int, const double &) |
| | Erode the terrain using a point source for generating droplets.
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| void | Lightning (const Vector2 &, const double &) |
| | Lightning strike.
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| void | LightningErosion (int, const double &) |
| | Erode the terrain using randomly distributed droplets.
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void | ThermalGlobalDropletErosion () |
| | Erode the terrain by distributing droplet all over the terrain.
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| void | ThermalDropletErosion (int) |
| | Erode the terrain using randomly distributed droplets.
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| void | ThermalDropletErosion (const Vector2 &, int) |
| | Erode the terrain using a point source for generating droplets.
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| LayerStack () |
| | Create an empty terrain.
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| | LayerStack (const Box2 &, int, int) |
| | Create a terrain with different material layers.
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| | LayerStack (const ScalarField2 &) |
| | Create terrain.
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| | LayerStack (const ScalarField2 &, const ScalarField2 &) |
| | Create terrain.
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| | LayerStack (const ScalarField2 &, const ScalarField2 &, const ScalarField2 &, const ScalarField2 &, const ScalarField2 &, const ScalarField2 &, const ScalarField2 &, const ScalarField2 &) |
| | Create a layered terrain model.
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| ~LayerStack () |
| | Empty.
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void | Subdivide () |
| | Double the resolution of the terrain.
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| Box | GetBox () const |
| | Compute the bounding box of the terrain.
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| double | Vegetation (const Vector2 &) const |
| | Return the vegetation density.
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| double | Vegetation (int, int) const |
| | Return the vegetation density.
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| double | Grass (const Vector2 &) const |
| | Return the grass elevation.
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| double | Grass (int, int) const |
| | Return the grass elevation.
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| double | Water (const Vector2 &) const |
| | Return the water elevation.
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| double | Water (int, int) const |
| | Return the water elevation.
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| double | Rocks (const Vector2 &) const |
| | Return the rocks elevation.
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| double | Rocks (int, int) const |
| | Return the rocks elevation.
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ScalarField2 & | GetRock () |
| | Access to the rock scalar field.
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ScalarField2 & | GetWater () |
| | Access to the water scalar field.
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ScalarField2 & | GetSnow () |
| | Access to the snow scalar field.
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ScalarField2 & | GetGrass () |
| | Access to the grass scalar field.
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ScalarField2 & | GetVegetation () |
| | Access to the vegetation scalar field.
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ScalarField2 & | GetAlpha () |
| | Access to the alpha scalar field.
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| HeightField | GetHeightField (bool=true, bool=true) const |
| | Convert the layered model into a simple heightfield.
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| void | UpdateHeightField (HeightField &, const QRect &=QRect(), bool=true, bool=true) const |
| | Convert the layer model into a simple heightfield.
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| bool | Intersect (const Ray &, double &, Vector &) const |
| | Compute the intersection between a ray and the surface of the terrain.
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| LayerStack | Crop (const QPoint &, const QPoint &) const |
| | Crops a rectangular region in the terrain.
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| void | WaterFlood (const double &) |
| | Fill the terrain with a water body.
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| void | WaterFlood (const Vector2 &, const double &) |
| | Flood fills a region with water.
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| void | WaterDry (const Vector2 &) |
| | Dries a connex region, removing water using a flood fill algorithm.
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| void | SandOverall (const double &) |
| | Add sand over the terrain.
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| void | RockOverall (const double &) |
| | Add rock over the terrain.
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QVector< Vector > | GetTrees () const |
| | <FONT COLOR="AA2222"><B>Warning</B></FONT>
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| Vector | Vertex (int, int) const |
| | Compute the vertex corresponding to a given sample.
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| Vector | Vertex (const Vector2 &) const |
| | Compute the elevation of a point, which is the sum of the bedrock, sand and rocks layers.
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| Vector | Normal (int, int) const |
| | Compute the normal at a given sample.
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| Color | GetColorVector (int, int) const |
| | Compute the vertex corresponding to a given sample.
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| double | Height (const Vector2 &) const |
| | Compute the elevation of a point, which is the sum of the bedrock, sand and rocks layers.
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| Vector | Normal (const Vector2 &, bool=false) const |
| | Compute the normal for a given position on the terrain.
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| void | Scale (const double &) |
| | Scale the layer-field.
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| void | Translate (const Vector2 &) |
| | Translate the layer-field.
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| void | Save (const QString &) const |
| | Save structure as a set of images.
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Mesh | CreateWaterGeometry () const |
| | Create the geometry of the water on the terrain.
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| void | CreateCubes (Box &, QVector< FrameScaled > &, QVector< FrameScaled > &, QVector< FrameScaled > &, QVector< FrameScaled > &, QVector< FrameScaled > &, QVector< FrameScaled > &, bool=true, bool=true, bool=true, bool=true, bool=true, bool=true) const |
| | Create a material stack representation of the model.
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| HeightFieldSediment () |
| | Create an empty terrain.
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| | HeightFieldSediment (const Box2 &, int, int) |
| | Create a flat terrain with no sediments.
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| | HeightFieldSediment (const ScalarField2 &) |
| | Create a terrain with no sediments from an elevation field.
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| | HeightFieldSediment (const ScalarField2 &, const ScalarField2 &) |
| | Create a terrain with sediments.
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| ~HeightFieldSediment () |
| | Empty.
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Array2 | GetArray () const |
| | Return the array representing the grid domain.
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ScalarField2 | AlphaBlend () const |
| | Compute the alpha blending between sand and bedrock.
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HeightField | GetHeightField () const |
| | Convert the layered model into a simple heightfield.
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| bool | Intersect (const Ray &, double &, Vector &) const |
| | Compute the intersection between a ray and the surface of the terrain.
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| void | SmoothRock (int=1) |
| | Smoothes the bedrock layer.
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HeightField & | GetBedrock () |
| | Access to the bedrock scalar field.
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ScalarField2 & | GetSand () |
| | Access to the sand scalar field.
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| double | Bedrock (const Vector2 &) const |
| | Compute the bedrock elevation.
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| double | Bedrock (int, int) const |
| | Return the bedrock elevation.
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| double | Sand (const Vector2 &) const |
| | Compute the sand thickness.
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| double | Sand (int, int) const |
| | Return the sand thickness.
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void | Subdivide () |
| | Double the resolution of the terrain.
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| void | BedrockFlatten (const Vector2 &, const double &, const double &=0.25) |
| | Flatten the bedrock around the target point.
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| void | BedrockLevel (const Vector2 &, const double &, const double &) |
| | Level the bedrock to the target elevation.
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| void | BedrockUplift (const double &) |
| | Modify the bedrock using a uniform uplift.
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| void | BedrockUplift (const ScalarField2 &) |
| | Uplift.
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| void | ThermalImpact (const double &) |
| | Globally transform a thin layer of bedrock into sediments.
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| void | ThermalImpactSlope (const double &) |
| | Globally transform a thin layer of bedrock into sediments.
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| void | Stabilize (const double &, const double &=0.84) |
| | Stabilizes sediments over the entire terrain.
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| bool | StabilizeStep (int, int, const double &, ScalarField2 &) |
| | Perform a stabilization step on the given layered cell.
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| int | CheckFlowSlope (const QPoint &, FlowStruct &) const |
| | Compute the flow directions at a given point.
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| int | CheckFlowDirectionsAngle (const QPoint &, const double &, QPoint *, double *, double *, double *) const |
| | Compute the flow directions at a given point.
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| bool | SelectFlowDirection (const QPoint &, QPoint &, double &) const |
| | Select flow direction.
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void | TRUC (const QPoint &q, const double &slope, const double &V_T, double &V_T_S, double &V_E_R, double &V_E_S, double &V_D_S) |
| | Compute eroded material.
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