#include <PlanetTexturer_Complex.h>
Inheritance diagram for PlanetTexturer_Complex:
Public Member Functions | |
PlanetTexturer_Complex () | |
Contructeur. | |
virtual | ~PlanetTexturer_Complex () |
Destructeur. | |
void | createTexture (String BitmapName) |
Creation d'une texture de planete avec un découpage en continents complexe. | |
Protected Member Functions | |
void | CheckParameters () |
On vérifie que tous les paramètres sont bien dans les limites prévues. | |
Protected Attributes | |
double | MOUNTAIN_LACUNARITY |
double | HILLS_LACUNARITY |
Lacunarity of the planet's mountains. | |
double | PLAINS_LACUNARITY |
Lacunarity of the planet's hills. | |
double | BADLANDS_LACUNARITY |
Lacunarity of the planet's plains. | |
double | CONTINENT_LACUNARITY |
Lacunarity of the planet's badlands. | |
double | MOUNTAINS_TWIST |
Lacunarity of the planet's continents. | |
double | HILLS_TWIST |
Specifies the "twistiness" of the mountains. | |
double | BADLANDS_TWIST |
Specifies the "twistiness" of the hills. | |
double | SHELF_LEVEL |
Specifies the "twistiness" of the badlands. | |
double | MOUNTAINS_AMOUNT |
Specifies the level on the planet in which continental shelves appear, and must be less than SEA_LEVEL. [-1..+1]. | |
double | HILLS_AMOUNT |
Determines the amount of mountainous terrain that appears on the planet. [0..1]. | |
double | BADLANDS_AMOUNT |
Determines the amount of hilly terrain that appears on the planet. [0..1]. | |
double | MOUNTAIN_GLACIATION |
Determines the amount of badlands terrain that covers the planet. [0..1]. | |
double | TERRAIN_OFFSET |
Specifies the amount of "glaciation" on the mountains. [0..1]. | |
double | CONTINENT_FREQUENCY |
double | CONTINENT_HEIGHT_SCALE |
double | RIVER_DEPTH |
Scaling to apply to the base continent elevations, in planetary elevation units. |
Spécialisation de la classe PlanetTexturer pour les planètes complexes.
Performances :
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Contructeur.
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Destructeur.
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On vérifie que tous les paramètres sont bien dans les limites prévues.
Reimplemented from PlanetTexturer. |
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Creation d'une texture de planete avec un découpage en continents complexe. C'est la fonction du tutoriel qui comporte beaucoup de modules (donc longue à générer). Elle génère une image avec un certain réalisme de relief. This program demonstrates how to use the libnoise library to generate terrain elevations for a complex planetary surface that has the size of the earth. The terrain elevations are generated by a collection of over a hundred noise modules in a hierarchy of groups and subgroups. Each group and subgroup outputs a single output value that originates from a caching module (noise::module::Cache). Each group and subgroup can be thought of as a single complex noise module that can be used as a source module for other noise modules. The caching module was chosen as the source of the output value to prevent costly recalculations by each group and subgroup requesting an output value from it. The following is a list of module groups and subgroups that build the planet's terrain: Group (continent definition) Subgroup (base continent definition) Subgroup (continent definition) Group (terrain type definition) Subgroup (terrain type definition) Group (mountainous terrain) Subgroup (mountain base definition) Subgroup (high mountainous terrain) Subgroup (low mountainous terrain) Subgroup (mountainous terrain) Group (hilly terrain) Subgroup (hilly terrain) Group (plains terrain) Subgroup (plains terrain) Group (badlands terrain) Subgroup (badlands sand) Subgroup (badlands cliffs) Subgroup (badlands terrain) Group (river positions) Subgroup (river positions) Group (scaled mountainous terrain) Subgroup (scaled mountainous terrain) Group (scaled hilly terrain) Subgroup (scaled hilly terrain) Group (scaled plains terrain) Subgroup (scaled plains terrain) Group (scaled badlands terrain) Subgroup (scaled badlands terrain) Group (final planet) Subgroup (continental shelf) Subgroup (base continent elevation) Subgroup (continents with plains) Subgroup (continents with hills) Subgroup (continents with mountains) Subgroup (continents with badlands) Subgroup (continents with rivers) Subgroup (unscaled final planet) Subgroup (final planet) A description of each group and subgroup can be found above the source code for that group and subgroup.
Reimplemented from PlanetTexturer. |
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Determines the amount of hilly terrain that appears on the planet. [0..1].
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Lacunarity of the planet's plains.
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Specifies the "twistiness" of the hills.
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Lacunarity of the planet's badlands.
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Determines the amount of mountainous terrain that appears on the planet. [0..1].
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Lacunarity of the planet's mountains.
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Specifies the "twistiness" of the mountains.
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Determines the amount of badlands terrain that covers the planet. [0..1].
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Specifies the level on the planet in which continental shelves appear, and must be less than SEA_LEVEL. [-1..+1].
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Lacunarity of the planet's continents.
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Lacunarity of the planet's hills.
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Scaling to apply to the base continent elevations, in planetary elevation units.
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Specifies the "twistiness" of the badlands.
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Specifies the amount of "glaciation" on the mountains. [0..1].
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