This class aggregates the controllable parameters for all things related to terrain generation. More...
#include <parameters_terrain.h>
Public Member Functions | |
ParametersTerrain () | |
Constructor sets up some hopefully sensible defaults. More... | |
~ParametersTerrain () | |
Destructor. | |
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ParametersObject () | |
Constructor sets up some hopefully sensible defaults. | |
virtual | ~ParametersObject () |
Destructor. | |
Public Attributes | |
uint | subdivisions_unperturbed |
Numer of subdivisions (at the top level) which will be unperturbed. | |
XYZ | variation |
Maximum size of perturbations (z in vertical direction, x & y horizontally). | |
ParametersNoise | noise |
float | base_height |
Initial height of unsubdivided, unperturbed terrain, expressed as a proportion of variation.z. | |
float | power_law |
Power law applied to terrain heights. More... | |
float | snowline_equator |
Normalised height of snowline at the equator. | |
float | snowline_pole |
Normalised height of snowline at the pole. | |
float | snowline_power_law |
Power law for snowline. | |
float | snowline_slope_effect |
Supresses snow on slopes. | |
float | snowline_glacier_effect |
When positive, rivers become glaciers. When negative, rivers remain blue. | |
uint | rivers |
Number of rivers to generate. | |
uint | rivers_seed |
Random seed for river generation. | |
float | lake_becomes_sea |
Limit on lake size as a proportion of available surface. More... | |
float | oceans_and_rivers_emissive |
Amount of emissive colour for oceans and rivers. | |
FloatRGBA | colour_ocean |
Colour for a terrain type. | |
FloatRGBA | colour_river |
FloatRGBA | colour_shoreline |
FloatRGBA | colour_low |
FloatRGBA | colour_high |
FloatRGBA | colour_snow |
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ObjectType | object_type |
Kind of object. | |
uint | seed |
Random seed for subdivision and noise. | |
uint | subdivisions |
Number of subdivisions. | |
Additional Inherited Members | |
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enum | ObjectType { ObjectTypePlanet, ObjectTypeFlatHexagon, ObjectTypeFlatTriangle, ObjectTypeFlatSquare } |
What kind of object will be generated. | |
This class aggregates the controllable parameters for all things related to terrain generation.
ParametersTerrain::ParametersTerrain | ( | ) |
Constructor sets up some hopefully sensible defaults.
float ParametersTerrain::lake_becomes_sea |
Limit on lake size as a proportion of available surface.
When lakes (produced during the river-growing step) cover this fraction of the available terrain they become seas and no-longer need to find a drain.
float ParametersTerrain::power_law |
Power law applied to terrain heights.
When >1, flattens low areas. When <1, flattens highland areas and creates gorges.