/external/jmonkeyengine/engine/src/terrain/com/jme3/terrain/heightmap/ |
H A D | ImageHeightmap.java | 5 package com.jme3.terrain.heightmap; 10 * A heightmap that is built off an image. 13 * and have that class extend Abstract heightmap. 21 * Set the image to use for this heightmap
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H A D | HeightMapGrid.java | 5 package com.jme3.terrain.heightmap;
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H A D | Namer.java | 5 package com.jme3.terrain.heightmap; 14 * Gets a name for a heightmap tile given it's cell id
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H A D | ImageBasedHeightMapGrid.java | 5 package com.jme3.terrain.heightmap; 17 * By default it expects a 16-bit grayscale image as the heightmap, but 52 // HEIGHTMAP image (for the terrain heightmap) 56 AbstractHeightMap heightmap = null; 61 logger.log(Level.INFO, "Loading heightmap from file: {0}", name); 65 heightmap = new ImageBasedHeightMap(texture.getImage()); 67 heightmap.setHeightScale(1); 68 heightmap.load(); 73 return heightmap;
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H A D | CombinerHeightMap.java | 32 package com.jme3.terrain.heightmap;
39 * or substracted from each other. Each heightmap has a weight to
73 * @param map1 the first heightmap to combine.
74 * @param map2 the second heightmap to combine.
119 * @param map1 the first heightmap to combine.
121 * @param map2 the second heightmap to combine.
193 * @throws JmeException if the either heightmap is null, or their
226 * <code>load</code> builds a new heightmap based on the combination of
228 * final outcome of the heightmap.
230 * @return boolean if the heightmap wa [all...] |
H A D | ParticleDepositionHeightMap.java | 32 package com.jme3.terrain.heightmap;
37 * <code>ParticleDepositionHeightMap</code> creates a heightmap based on the
39 * "Game Programming Gems". A heightmap is created using a Molecular beam
321 logger.info("Created heightmap using Particle Deposition");
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H A D | RawHeightMap.java | 32 package com.jme3.terrain.heightmap;
74 * the RAW file to use as the heightmap.
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H A D | HeightMap.java | 33 package com.jme3.terrain.heightmap;
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H A D | HillHeightMap.java | 32 package com.jme3.terrain.heightmap;
40 * random points in the heightmap. The terrain is then normalized and valleys
67 * the seed to generate the same heightmap again
84 logger.info("Contructing hill heightmap using seed: " + seed);
117 * Generates a heightmap using the Hill Algorithm and the attributes set by
134 // transfer temporary buffer to final heightmap
150 * the heightmap. This is the actual Hill algorithm. The <code>Random</code>
151 * object is used to guarantee the same heightmap for the same seed and
178 // Don't try to affect points outside the heightmap
211 * heightmap [all...] |
H A D | ImageBasedHeightMap.java | 33 package com.jme3.terrain.heightmap;
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H A D | MidpointDisplacementHeightMap.java | 32 package com.jme3.terrain.heightmap;
41 * <code>MidpointDisplacementHeightMap</code> generates an heightmap based on
53 * The constructor generates the heightmap. After the first 4 corners are
56 * the heightmap by the same principle.
65 * The size of the heightmap, must be 2^N+1
90 * The constructor generates the heightmap. After the first 4 corners are
93 * the heightmap by the same principle.
98 * The size of the heightmap, must be 2^N+1
113 * Generate the heightmap.
154 logger.log(Level.INFO, "Midpoint displacement heightmap generate [all...] |
H A D | AbstractHeightMap.java | 32 package com.jme3.terrain.heightmap;
240 * <code>save</code> will save the heightmap data into a new RAW file
432 * You must first load() the heightmap data before this will have any effect.
448 * You must first load() the heightmap data before this will have any effect.
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H A D | FluidSimHeightMap.java | 32 package com.jme3.terrain.heightmap;
39 * sort of fluid simulation. The heightmap is treated as a highly viscous and
40 * rubbery fluid enabling to fine tune the generated heightmap using a number
81 * the distance between each node of the heightmap
83 * the seed to generate the same heightmap again
138 * Generates a heightmap using fluid simulation and the attributes set by
169 // Iterate over the heightmap, applying the fluid simulation equation.
172 // need to store the heightmap twice, not three times, and we can avoid
211 // put the normalized heightmap into the range [0...255] and into the heightmap
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H A D | FaultHeightMap.java | 32 package com.jme3.terrain.heightmap;
40 * Creates an heightmap based on the fault algorithm. Each iteration, a random line
93 * @param size The size of the heightmap
121 * Create an heightmap with linear step faults.
122 * @param size size of heightmap
153 logger.log(Level.INFO, "Fault heightmap generated");
191 // entirely outside heightmap
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/external/jmonkeyengine/engine/src/bullet/com/jme3/bullet/collision/shapes/ |
H A D | HeightfieldCollisionShape.java | 47 public HeightfieldCollisionShape(float[] heightmap) {
argument 48 createCollisionHeightfield(heightmap, Vector3f.UNIT_XYZ);
51 public HeightfieldCollisionShape(float[] heightmap, Vector3f scale) {
argument 52 createCollisionHeightfield(heightmap, scale);
55 protected void createCollisionHeightfield(float[] heightmap, Vector3f worldScale) {
argument 59 this.heightfieldData = heightmap;
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/external/jmonkeyengine/engine/src/jbullet/com/jme3/bullet/collision/shapes/ |
H A D | HeightfieldCollisionShape.java | 46 public HeightfieldCollisionShape(float[] heightmap) { argument 47 createCollisionHeightfield(heightmap, Vector3f.UNIT_XYZ); 50 public HeightfieldCollisionShape(float[] heightmap, Vector3f scale) { argument 51 createCollisionHeightfield(heightmap, scale); 54 protected void createCollisionHeightfield(float[] heightmap, Vector3f worldScale) { argument 58 this.heightfieldData = heightmap;
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