Skip to main contentModule world_editor
Source - 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
- BiomeId
- BrushFalloff
- EditAction
- EditorObjectKind
- EditorTool
- HeightmapOp
- LayerOperation
- MaskBlendMode
- RoadType
- SelectionItem
- SelectionMode
- TonemapMode
- WeatherState
- WorldStyle
- 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
- 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