Terrain class

Available extensions

Constructors

Terrain()

Properties

hashCode int
The hash code for this object.
no setterinherited
runtimeType Type
A representation of the runtime type of the object.
no setterinherited

Methods

noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
toString() String
A string representation of this object.
inherited

Operators

operator ==(Object other) bool
The equality operator.
inherited

Static Properties

influences Map<InfluenceType, double Function(double, [double?, double?])>
Equations describing geographic features.
getter/setter pair

Static Methods

clamp(Float32List g, TerrainOptions options) → void
Rescale the heightmap of a terrain to keep it within the maximum range.
create(TerrainOptions? options) → Object3D
A terrain object for use with the js library.
edges(Float32List g, TerrainOptions options, [bool direction = false, double? distance, Easing? easing, TerrainEdges? edges]) → dynamic
Move the edges of the terrain up or down based on distance from the edge.
fromArray1D(Float32List vertices, List<double> src) → void
Set the height of plane vertices from a 1D array of heightmap values.
fromArray2D(Float32List vertices, List<List<double>> src) → void
Set the height of plane vertices from a 2D array of heightmap values.
fromHeightmap(Float32List g, TerrainOptions options) → void
Convert an image-based heightmap into vertex-based height data.
fromString(String type) → void Function(Float32List, TerrainOptions)?
generateBlendedMaterial(List<TerrainTextures> textures, [Material? material]) → Material
Generate a material that blends together textures based on vertex height.
heightmapArray(void method(Float32List, TerrainOptions), TerrainOptions options) Float32List
Generate a 1D array containing random heightmap data.
influence(Float32List g, TerrainOptions options, [double f(double, [double?, double?])?, double? x, double? y, double? r, double? h, int? t, Easing? e]) → void
Place a geographic feature on the terrain.
normalize(Object3D mesh, TerrainOptions options) → void
Normalize the terrain after applying a heightmap or filter.
radialEdges(Float32List g, TerrainOptions options, dynamic direction, dynamic distance, Easing easing) → void
Move the edges of the terrain up or down based on distance from the center.
scatterHelper(void method(Float32List, TerrainOptions), TerrainOptions options, [int? skip, double? threshold]) Float32List Function()
Generate a function that returns a heightmap to pass to ScatterMeshes.
scatterMeshes(BufferGeometry geometry, ScatterOptions options) → Object3D
Scatter a mesh across the terrain.
smooth(Float32List g, TerrainOptions options, [double weight = 0]) → void
Smooth the terrain by setting each point to the mean of its neighborhood.
smoothConservative(Float32List g, TerrainOptions options, [double? multiplier]) → void
Smooth the terrain by clamping each point within its neighbors' extremes.
smoothMedian(Float32List g, TerrainOptions options) → void
Smooth the terrain by setting each point to the median of its neighborhood.
step(Float32List g, int? levels) → void
Partition a terrain into flat steps.
toArray1D(Float32List vertices) Float32List
Get a 1D array of heightmap values from a 1D array of plane vertices.
toArray2D(Float32List vertices, TerrainOptions options) List<Float32List>
Get a 2D array of heightmap values from a 1D array of Z-positions.
toHeightmap(Float32List g, TerrainOptions options) Uint8List
Convert a terrain plane into an image-based heightmap.
turbulence(Float32List g, TerrainOptions options) → void
Transform to turbulent noise.