All Classes and Interfaces
Class
Description
AbstractHeightMap provides a base implementation of height
data for terrain rendering.Interface for - basically 3D - noise generation algorithms, based on the
book: Texturing & Modeling - A Procedural Approach
The main concept is to look at noise as a basis for generating fractals.
It basically works by casting a pick ray
against the bounding volumes of the TerrainQuad and its children, gathering
all of the TerrainPatches hit (in distance order.) The triangles of each patch
are then tested using the BresenhamYUpGridTracer to determine which triangles
to test and in what order.
Works on the XZ plane, with positive Y as up.
Helper class for working with colors and gradients
Generates a new height map based on
two provided height maps.
Calculates the LOD of the terrain based on its distance from the
cameras.
Computes the entropy value δ (delta) for a given terrain block and
LOD level.
Creates a heightmap based on the fault algorithm.
FluidSimHeightMap generates a height map based using some
sort of fluid simulation.Interface for a general fractal basis.
FractalSum is the simplest form of fractal functions summing up a few octaves
of the noise value with an ever decreasing roughness (0 to 1) amplitude
lacunarity = 2.0f is the classical octave distance
Note: though noise basis functions are generally designed to return value
between -1..1, there sum can easily be made to extend out of this range.
Constructs heightfields to be used in Terrain.
Deprecated.
in favor of TerrainGridTileLoader
HillHeightMap generates a height map base on the Hill
Algorithm.ImageBasedHeightMap is a height map created from the grayscale
conversion of an image.Perlin's default implementation of Improved Perlin Noise
designed to work with Noise base
Calculate the Level of Detail of a terrain patch based on the
cameras, or other locations.
Produces the mesh for the TerrainPatch.
Calculates the LOD value based on where the camera is.
An LRU cache, based on
LinkedHashMap.MidpointDisplacementHeightMap generates a heightmap based on
the midpoint displacement algorithm.An extension of the TerrainLodControl that handles
multiple terrains at once.
Used for TerrainQuad to find neighbours that are not part of the
same quad tree.
Utility base class for Noise implementations
A simple aggregator basis.
Handles the normal vector updates when the terrain changes heights.
ParticleDepositionHeightMap creates a heightmap based on the
Particle Deposition algorithm based on Jason Shankel's paper from
"Game Programming Gems".Monitor the progress of an expensive terrain operation.
RawHeightMap creates a height map from a RAW image file.Helper class containing useful functions explained in the book:
Texturing & Modeling - A Procedural Approach
Just multiplies the terrain patch size by 2.
Terrain can be one or many meshes comprising a (probably large) piece of land.
The class to provide single executor service to run background tasks of terrain stuff.
TerrainGrid itself is an actual TerrainQuad.
Notifies the user of grid change events, such as moving to new grid cells.
Updates grid offsets and cell positions.
Tells the terrain to update its Level of Detail.
A terrain patch is a leaf in the terrain quad tree.
Pick result on a terrain patch with the intersection on the bounding box
of that terrain patch.
Pick the location on the terrain from a given ray.
TerrainQuad is a heightfield-based terrain system.
Stores a terrain patch's details so the LOD background thread can update
the actual terrain patch back on the ogl thread.