Infinity Engine v0.6.20
C++ API Documentation
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Infinity::Types::Containers Namespace Reference

Classes

class  Array
 Dynamic contiguous container for homogeneous elements in the Infinity type system. More...
 
class  Array2D
 Two-dimensional array container for grid-based data in procedural generation. More...
 
class  Array3D
 Three-dimensional array container for volumetric data in procedural generation. More...
 
class  ArrayBase
 Abstract base class for all array container types in the Infinity type system. More...
 
class  ImmutableMap
 Type-safe heterogeneous key-value container for configuration and metadata. More...
 
class  Map
 Mutable heterogeneous key-value container for dynamic data structures. More...
 

Typedefs

using GrayscaleTexture = Array2D< uint8_t >
 Single-channel 8-bit grayscale texture.
 
using GreyscaleTexture = Array2D< uint8_t >
 Alternate spelling of GrayscaleTexture.
 
using Splatmap = Array2D< uint8_t >
 8-bit splatmap for terrain material blending.
 
using RTexture = Array2D< uint8_t >
 Single-channel 8-bit red texture.
 
using RGTexture = Array2D< Math::Vector2ub >
 Two-channel 8-bit RG texture.
 
using RGBTexture = Array2D< Math::Vector3ub >
 Three-channel 8-bit RGB texture without alpha.
 
using RGBATexture = Array2D< Math::Vector4ub >
 Four-channel 8-bit RGBA texture with alpha.
 
using Texture = Array2D< Math::Vector4ub >
 Default texture type (RGBA, 8-bit per channel).
 
using Heightmap = Array2D< float >
 Single-channel float heightmap for terrain generation.
 
using NoiseTexture = Array2D< float >
 Single-channel float texture for procedural noise.
 
using Mask = Array2D< float >
 Single-channel float mask for spatial blending and selection.
 
using Texture3D = Array3D< Math::Vector4ub >
 Four-channel 8-bit RGBA 3D texture with alpha.
 

Typedef Documentation

◆ GrayscaleTexture

Single-channel 8-bit grayscale texture.

Commonly used for masks, alpha channels, and single-channel procedural effects.

◆ GreyscaleTexture

Alternate spelling of GrayscaleTexture.

◆ Heightmap

Single-channel float heightmap for terrain generation.

The primary data structure for storing terrain elevation data. Float precision allows for smooth interpolation and detailed height variations.

◆ Mask

Single-channel float mask for spatial blending and selection.

Values typically range from 0.0 to 1.0, representing blend weights or selection criteria for procedural operations.

◆ NoiseTexture

Single-channel float texture for procedural noise.

Used to store the output of noise functions (Perlin, Simplex, etc.) before further processing or application to geometry/materials.

◆ RGBATexture

Four-channel 8-bit RGBA texture with alpha.

Full-featured color texture with transparency support.

◆ RGBTexture

Three-channel 8-bit RGB texture without alpha.

Standard color texture format for opaque surfaces.

◆ RGTexture

Two-channel 8-bit RG texture.

Commonly used for normal map storage (RG channels), dual-parameter masks, or flow maps in procedural generation.

◆ RTexture

Single-channel 8-bit red texture.

Useful for single-channel data that needs to be interpreted as a texture component.

◆ Splatmap

8-bit splatmap for terrain material blending.

Used to define material distribution across terrain surfaces. Each value typically represents a material index or blend weight.

◆ Texture

Default texture type (RGBA, 8-bit per channel).

The standard texture format used throughout the Infinity Engine for color data with alpha transparency.

◆ Texture3D

Four-channel 8-bit RGBA 3D texture with alpha.

Standard volumetric texture format used throughout the Infinity Engine for 3D color data with transparency. Common applications include:

  • Volumetric lighting and fog effects
  • 3D lookup tables (LUTs) for color grading
  • Procedural volume textures for materials
  • Animated 3D noise for effects