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Module world_editor

Module world_editor 

Source

Structs§

AStarNode
AtmosphereParams
AtmosphericHaze
BiomeBlendSample
BiomeDescriptor
BiomeSystem
BrushSettings
CloudLayer
ColorRamp
Decal
DecalLayer
EditorCamera
EditorObject
EditorStateSnapshot
ErosionParams
FbmParams
FlareElement
FoliageInstance
FoliagePlacementParams
Frustum
GridNode
Heightmap
HeightmapOpQueue
HeightmapStats
LakeBody
Lake filling — flood-fill from a seed point up to a given water level
LensFlare
LodBand
Minimap
NavCell
NavGrid
OceanShore
Ocean shore generation — scan for coastline cells (land/water boundary)
Particle
ParticleSystem
Plane
QuadtreeNode
RayHit
RiverPath
RoadCostParams
RoadNetwork
RoadSegment
RockInstance
SelectionState
SerializedFoliage
SerializedLake
SerializedRiver
SerializedRoad
SerializedWorld
ShallowWaterSim
SkySystem
SolarState
SoundSource
SplinePath
TerrainLayer
TerrainLayerStack
TerrainMaterial
TerrainMesh
TerrainPaintLayer
TransmittanceLut
Pre-bake transmittance table for faster sky rendering
UndoRedoStack
VegetationRule
VertexColorMap
VoronoiCell
VoronoiMap
WeatherSnapshot
WeatherSystem
WindField
WorldEditor
WorldGenProfile
WorldRenderSettings
WorldSeedPreset
WorldStats

Enums§

BiomeId
BrushFalloff
EditAction
EditorObjectKind
EditorTool
HeightmapOp
LayerOperation
MaskBlendMode
RoadType
SelectionItem
SelectionMode
TonemapMode
WeatherState
WorldStyle

Constants§

ATMO_RADIUS
BEAUFORT_NAMES
BIOME_CLASSIFICATION_TABLE
Biome temperature-humidity classification lookup string (for debugging)
DEG2RAD
EARTH_RADIUS
EROSION_CAPACITY
EROSION_DEPOSITION
EROSION_EROSION_SPEED
EROSION_EVAPORATION
EROSION_GRAVITY
EROSION_INERTIA
EROSION_MAX_STEPS
EROSION_MIN_SLOPE
F3
G3
GRAD3
3-D gradient vectors (Perlin)
GRAD4
HALF_PI
LOD_BANDS
MIE_COEFF
MIE_G
MIE_SCALE_HEIGHT
PERM
PERM2
Noise permutation indices for higher-quality scrambling (second set)
PI
RAD2DEG
RAYLEIGH_B
RAYLEIGH_G
RAYLEIGH_R
RAYLEIGH_SCALE_HEIGHT
SOLAR_OBLIQUITY
SQRT3
TWO_PI
WEATHER_TRANSITION_MATRIX
Transition matrix: rows = current state, cols = next state, values = probability Order: Clear, Cloudy, Rain, Storm, Snow
WORLD_EDITOR_BUILD
WORLD_EDITOR_VERSION
WORLD_SEED_PRESETS

Functions§

aabb_overlap
Check if two AABB volumes overlap
aces_tonemap
Apply tone mapping (ACES filmic approximation)
apply_mask
Apply mask to heightmap
apply_vegetation_rules
astar_path
A* pathfinding on a heightmap grid
auto_smooth_polyline
Auto-smooth polyline with Catmull-Rom to Bezier conversion
barycentric
Barycentric coordinates of point P in triangle (A, B, C)
beaufort_scale
Beaufort wind scale classification
benchmark_erosion
benchmark_noise
benchmark_pathfinding
bezier_arc_length
Compute bezier arc length numerically
bilinear_sample
Bilinear interpolation of a 2D value grid
blend_masks
bounding_aabb
Compute axis-aligned bounding box of a set of points
bounding_sphere
Compute bounding sphere of a set of points
build_biome_id_map
build_biome_table
Build the full 25-biome table at runtime
build_default_vegetation_rules
c_to_f
Convert temperature from Celsius to Fahrenheit
catmull_rom
Catmull-Rom spline interpolation between control points
cell_neighbors_4
cell_neighbors_8
Compute cell neighbors in a 2D grid (8-way or 4-way)
checkerboard_pattern
Debug visualization: create a checkerboard pattern
clamp_to_aabb
Clamp a point to the boundary of an AABB
clamp_vec3
Vectorized clamp
classify_cloud
compute_biome_weight_map
compute_curvature_map
Curvature — second derivative of height (Laplacian, approximated)
compute_flow_accumulation
Compute flow accumulation from flow direction map
compute_flow_direction
D8 flow direction (8 neighbors) — returns index 0-7 of steepest descent
compute_heightmap_stats
compute_sediment_flux
Compute sediment flux (how much sediment passes through each cell) from flow acc
compute_sky_color
Compute sky color for a given view direction and sun direction (all in km space) Returns Vec3 (R, G, B) in linear HDR
compute_slope_map
Compute a slope map (value in radians) for the entire heightmap
compute_snow_accumulation
compute_tangents
Compute per-vertex tangents for normal mapping
compute_temperature_inversion
Compute temperature inversion areas (valley bottoms colder than surroundings)
compute_terrain_ao
Compute horizon-based ambient occlusion for each heightmap cell Casts rays in multiple horizontal directions and measures occlusion
compute_terrain_shadow_map
Compute shadow intensity for each heightmap cell from a directional light Returns 0 = fully shadowed, 1 = fully lit
crater_stamp
Generate a crater stamp (impact crater — raised rim, depressed interior)
crop_heightmap
Crop sub-region of a heightmap
cubic_bezier
Cubic Bezier: B(t) = (1-t)³P0 + 3(1-t)²tP1 + 3(1-t)t²P2 + t³P3
cubic_bezier_tangent
Cubic Bezier tangent
cubic_hermite
Cubic hermite interpolation
dew_point
Dew point from temperature and humidity (Magnus formula)
diamond_square
Diamond-square fractal terrain generation
domain_warp_fbm_2d
Domain-warped FBM (Inigo Quilez style)
editor_version
Returns a short version string
equation_of_time
Equation of time (minutes) for a given day of year
f_to_c
Convert temperature from Fahrenheit to Celsius
fbm_2d
fbm_3d
fibonacci_sphere_points
fill_lake
fill_sinks
Planchon-Darboux sink filling — fill all depressions for hydrological flow
find_cliffs
find_erosion_sources
find_peaks
float_from_hash
Float from integer hash, [0, 1)
flood_fill_bool
Flood-fill a boolean map starting from a seed cell
frenet_frame
Frenet-Serret frame along a path
fresnel_schlick
Fresnel reflectance (Schlick approximation)
gaussian_blur_2d
Apply a separable Gaussian blur to a 2D float map
gaussian_kernel_2d
Build a 2D Gaussian kernel (sigma, kernel_size must be odd)
gen_rock_texture
gen_soil_texture
generate_caustics_pattern
Generate an animated water caustics pattern using interference of waves
generate_humidity_map
generate_island_mask
Generate radial falloff mask (circular island shape)
generate_ocean_shore
generate_temperature_map
generate_terrain_mesh
Generate a mesh from a chunk of the heightmap
generate_vegetation_density_map
gerstner_wave
Gerstner wave displacement for water surface
gerstner_wave_sum
Sum multiple Gerstner waves for realistic water surface
grid_distance
Distance between two grid cells in world units
halton
halton_2d
hash_f32
Linear congruential pseudo-random on f32 input (useful for hash-based shaders)
hash_vec2
hash_vec3
haversine_km
Great-circle distance between two lat/lon points (Haversine formula), returns km
heat_index
Heat index (Rothfusz regression)
height_to_color
Utility: convert a normalised height value to a color using default terrain ramp
hour_angle
Compute hour angle (degrees) from longitude, solar time, and equation of time
hydraulic_erosion
Erode a heightmap using particle-based hydraulic erosion
inverse_bilinear
Inverse bilinear interpolation (find UV from world position in quad)
is_beach
Check if a point is within beach_width of the shore
mesa_stamp
Generate a mesa stamp (flat top, steep sides)
normalised_to_metres
Convert world height in normalised units to metres
normalize_paint_weights
Normalize paint weights across layers so they sum to 1
perlin_noise_2d
perlin_noise_2d_deriv
Returns (value, dvalue/dx, dvalue/dy) for analytical gradient
perlin_noise_3d
place_foliage
place_rocks
point_in_triangle
Point-in-triangle test using barycentric coordinates
poisson_disk_2d
Bridson’s fast Poisson disk sampling in 2D, returns list of (x, y) sample positions
pressure_tendency
quintic_interp
Quintic interpolation (6th order smooth)
random_on_disk
Random point on unit disk
random_on_sphere
Uniform random point on unit sphere
ray_heightmap_intersect
Ray-heightmap intersection using adaptive stepping
reflect
Reflect a vector across a normal
refract
Refract a vector (Snell’s law), returns None for total internal reflection
reinhard_tonemap
Simple Reinhard tone mapping
remap
Remap value from [in_min, in_max] to [out_min, out_max]
ridged_multifractal_2d
Ridged multifractal noise (mountain ridges)
select_lod_band
signed_distance_to_plane
Signed distance from a point to a plane
simplex_noise_3d
simulate_river
Simulate a river starting from a source by following the steepest descent gradient
slerp
Spherical linear interpolation for quaternions (SLERP)
smooth_road_path
Smooth a road path using Catmull-Rom
smootherstep
Smoother-step: 6x⁵ - 15x⁴ + 10x³
smoothstep
Smooth-step: 3x² - 2x³
snap_to_grid
snap_to_terrain
solar_declination
Compute solar declination for a given day of year (1-365) Returns angle in degrees
solar_direction_vec
Convert solar altitude/azimuth to a world-space direction vector
solar_position
Compute solar altitude and azimuth angles (degrees) from observer’s position and time Returns (altitude_deg, azimuth_deg)
stitch_heightmaps_horizontal
Stitch two heightmaps side-by-side with blended seam
sun_disk_color
Render a sun disk contribution on top of sky color
sunrise_sunset
Compute sunrise and sunset UTC hours for a given lat/lon and day of year Returns (sunrise_utc, sunset_utc) or None if sun never rises/sets
terrain_brush_flatten
Flatten terrain toward a target height
terrain_brush_raise
Apply a brush raise/lower operation to the heightmap
terrain_brush_smooth
Smooth terrain in brush region (box filter)
terrain_stamp
Apply stamp (add a precomputed height kernel to a region)
thermal_erosion
Thermal erosion — material avalanches if slope exceeds talus angle
tile_heightmap
Tile a heightmap to a larger grid
triangle_area_2d
Compute the area of a triangle given three 2D vertices
turbulence_2d
Turbulence (absolute value FBM)
value_noise_2d
Value noise (simpler than Perlin, interpolates grid values)
visual_radius_from_altitude
Compute approximate visual radius of the world at a given altitude
volcano_stamp
Generate a volcano stamp (ring with caldera depression)
voronoi_noise_2d
Voronoi noise — returns distance to nearest feature point and feature ID
wang_hash
Integer hash (Wang hash)
warp_heightmap
water_specular
Compute water specular highlight intensity for a view and sun direction
wind_chill
Wind chill temperature (Steadman 1971 approximation)
world_to_uv
worley_noise_2d
Returns (F1, F2) — the two nearest feature-point distances
worley_noise_3d