Searched defs:heightmap (Results 1 - 16 of 16) sorted by relevance

/external/jmonkeyengine/engine/src/terrain/com/jme3/terrain/heightmap/
H A DImageHeightmap.java5 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
H A DHeightMapGrid.java5 package com.jme3.terrain.heightmap;
H A DNamer.java5 package com.jme3.terrain.heightmap;
14 * Gets a name for a heightmap tile given it's cell id
H A DImageBasedHeightMapGrid.java5 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;
H A DCombinerHeightMap.java32 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
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H A DParticleDepositionHeightMap.java32 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");
H A DRawHeightMap.java32 package com.jme3.terrain.heightmap;
74 * the RAW file to use as the heightmap.
H A DHeightMap.java33 package com.jme3.terrain.heightmap;
H A DHillHeightMap.java32 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
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H A DImageBasedHeightMap.java33 package com.jme3.terrain.heightmap;
H A DMidpointDisplacementHeightMap.java32 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
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H A DAbstractHeightMap.java32 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.
H A DFluidSimHeightMap.java32 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 DFaultHeightMap.java32 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
/external/jmonkeyengine/engine/src/bullet/com/jme3/bullet/collision/shapes/
H A DHeightfieldCollisionShape.java47 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;
/external/jmonkeyengine/engine/src/jbullet/com/jme3/bullet/collision/shapes/
H A DHeightfieldCollisionShape.java46 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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