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Infinity Engine v0.6.20
C++ API Documentation
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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. | |
Single-channel 8-bit grayscale texture.
Commonly used for masks, alpha channels, and single-channel procedural effects.
Alternate spelling of GrayscaleTexture.
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.
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.
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.
Four-channel 8-bit RGBA texture with alpha.
Full-featured color texture with transparency support.
Three-channel 8-bit RGB texture without alpha.
Standard color texture format for opaque surfaces.
Two-channel 8-bit RG texture.
Commonly used for normal map storage (RG channels), dual-parameter masks, or flow maps in procedural generation.
Single-channel 8-bit red texture.
Useful for single-channel data that needs to be interpreted as a texture component.
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.
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: