TerrainData
Defined in: sdk/src/terrain/terrainPlugin.ts:67
The fields of the Terrain component.
Properties
Section titled “Properties”cellSize
Section titled “cellSize”cellSize:
number
Defined in: sdk/src/terrain/terrainPlugin.ts:101
The finest cell of the ground’s mesh, in world units: what it is drawn at near the eye.
collision
Section titled “collision”collision:
boolean
Defined in: sdk/src/terrain/terrainPlugin.ts:107
Whether bodies collide with the ground; how far round each thing that moves on it the ground is built for collision; its layer and friction.
collisionDistance
Section titled “collisionDistance”collisionDistance:
number
Defined in: sdk/src/terrain/terrainPlugin.ts:108
collisionLayer
Section titled “collisionLayer”collisionLayer:
number
Defined in: sdk/src/terrain/terrainPlugin.ts:109
detail
Section titled “detail”detail:
number
Defined in: sdk/src/terrain/terrainPlugin.ts:103
Above 1 the finest cells reach further out before the ground coarsens.
dirtHeight
Section titled “dirtHeight”dirtHeight:
number
Defined in: sdk/src/terrain/terrainPlugin.ts:124
drawDistance
Section titled “drawDistance”drawDistance:
number
Defined in: sdk/src/terrain/terrainPlugin.ts:105
How far ground without end is drawn.
erosion
Section titled “erosion”erosion:
number
Defined in: sdk/src/terrain/terrainPlugin.ts:121
How much rain wears the ground, 0 to 4: an area is worn drop by drop (dirt where the water ran), ground without end by its noise.
extent
Section titled “extent”extent:
number
Defined in: sdk/src/terrain/terrainPlugin.ts:69
TerrainExtent: an area sizeX by sizeZ, or ground that goes on for ever (from a provider, read anywhere).
frequency
Section titled “frequency”frequency:
number
Defined in: sdk/src/terrain/terrainPlugin.ts:113
friction
Section titled “friction”friction:
number
Defined in: sdk/src/terrain/terrainPlugin.ts:110
generatorVersion
Section titled “generatorVersion”generatorVersion:
number
Defined in: sdk/src/terrain/terrainPlugin.ts:77
height
Section titled “height”height:
number
Defined in: sdk/src/terrain/terrainPlugin.ts:99
World height of the highest ground.
heightmap
Section titled “heightmap”heightmap:
number
Defined in: sdk/src/terrain/terrainPlugin.ts:79
A heightmap image, read as heightmapFormat says. Empty makes the ground from noise.
heightmapFormat
Section titled “heightmapFormat”heightmapFormat:
number
Defined in: sdk/src/terrain/terrainPlugin.ts:83
How the heightmap holds its heights: a HeightmapFormat.
layerColor0
Section titled “layerColor0”layerColor0:
Color
Defined in: sdk/src/terrain/terrainPlugin.ts:127
The four layers: grass, dirt, snow, rock. With no material these are the colours the ground is drawn in; a material has its own layers and tints.
layerColor1
Section titled “layerColor1”layerColor1:
Color
Defined in: sdk/src/terrain/terrainPlugin.ts:128
layerColor2
Section titled “layerColor2”layerColor2:
Color
Defined in: sdk/src/terrain/terrainPlugin.ts:129
layerColor3
Section titled “layerColor3”layerColor3:
Color
Defined in: sdk/src/terrain/terrainPlugin.ts:130
layers
Section titled “layers”layers:
string[]
Defined in: sdk/src/terrain/terrainPlugin.ts:92
The terrain layers (.esterrainlayer files, up to eight) the ground is drawn with, in the order the paint weighs them. With any,
the ground is drawn on the Terrain Layers shader (its material, if one is named, must be on it); with none, by the four colours.
material
Section titled “material”material:
number
Defined in: sdk/src/terrain/terrainPlugin.ts:94
A material on the Terrain shader. Empty draws the layer colours onto the ground.
octaves
Section titled “octaves”octaves:
number
Defined in: sdk/src/terrain/terrainPlugin.ts:114
persistence
Section titled “persistence”persistence:
number
Defined in: sdk/src/terrain/terrainPlugin.ts:115
provider
Section titled “provider”provider:
string
Defined in: sdk/src/terrain/terrainPlugin.ts:75
Ground read from a provider (without end, or an area with no heightmap, a window on it where the area stands): the provider
(estella:noise, the engine’s noise, or one a game registers with registerTerrainProvider), the world it belongs to as the game
names it, and the generator version that world was made with.
resolution
Section titled “resolution”resolution:
number
Defined in: sdk/src/terrain/terrainPlugin.ts:117
ridged
Section titled “ridged”ridged:
number
Defined in: sdk/src/terrain/terrainPlugin.ts:116
rockSlope
Section titled “rockSlope”rockSlope:
number
Defined in: sdk/src/terrain/terrainPlugin.ts:123
Painting: how steep ground must be to turn to rock (0 flat, 1 sheer), and the heights, 0 to 1, where dirt and snow start.
seed:
number
Defined in: sdk/src/terrain/terrainPlugin.ts:112
Noise ground: the seed, how many hills across, how many octaves, how rough, how ridged, and (an area’s) how many samples.
sizeX:
number
Defined in: sdk/src/terrain/terrainPlugin.ts:96
An area’s size along x and z, centred on its entity; for ground without end, the span frequency hills are spread over.
sizeZ:
number
Defined in: sdk/src/terrain/terrainPlugin.ts:97
snowHeight
Section titled “snowHeight”snowHeight:
number
Defined in: sdk/src/terrain/terrainPlugin.ts:125
splatmap
Section titled “splatmap”splatmap:
number
Defined in: sdk/src/terrain/terrainPlugin.ts:85
An image whose four channels are the weights of layers 1 to 4; empty paints by height and slope.
splatmap2
Section titled “splatmap2”splatmap2:
number
Defined in: sdk/src/terrain/terrainPlugin.ts:87
An image whose four channels are the weights of layers 5 to 8, read with the first.
tiles:
string
Defined in: sdk/src/terrain/terrainPlugin.ts:81
A .esterrain (project path): the area’s ground as tiles read where they are looked at, and an overview for the rest. Takes the heightmap’s place.
warp:
number
Defined in: sdk/src/terrain/terrainPlugin.ts:119
How far the noise is bent by noise of its own, 0 to 1: winding valleys and bent ridges instead of round hills.
world:
string
Defined in: sdk/src/terrain/terrainPlugin.ts:76