genshin-engine 4.0.0 → 4.1.0

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+ //#region src/models/terrain/TerrainFeatureKind.d.ts
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+ declare enum TerrainFeatureKind {
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+ Cliff = "cliff",
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+ Plateau = "plateau",
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+ Ridge = "ridge"
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+ }
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+ //#endregion
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+ //#region src/models/terrain/CliffFeature.d.ts
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+ interface CliffFeature {
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+ endX: number;
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+ endZ: number;
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+ falloff: number;
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+ height: number;
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+ kind: TerrainFeatureKind.Cliff;
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+ startX: number;
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+ startZ: number;
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+ width: number;
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+ }
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+ //#endregion
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+ //#region src/models/terrain/GaussianHill.d.ts
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+ interface GaussianHill {
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+ height: number;
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+ width: number;
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+ x: number;
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+ z: number;
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+ }
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+ //#endregion
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+ //#region src/models/terrain/GaussianHills.d.ts
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+ interface GaussianHills {
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+ base: number;
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+ hills: GaussianHill[];
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+ }
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+ //#endregion
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+ //#region src/models/terrain/GroundBand.d.ts
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+ interface GroundBand {
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+ end: number;
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+ start: number;
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+ }
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+ //#endregion
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+ //#region src/models/terrain/GroundLayer.d.ts
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+ declare enum GroundLayer {
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+ Earth = "Earth",
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+ Grass = "Grass",
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+ Path = "Path",
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+ Rock = "Rock",
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+ Sand = "Sand",
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+ Snow = "Snow"
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+ }
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+ declare const GroundLayers: readonly GroundLayer[];
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+ //#endregion
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+ //#region src/models/terrain/GroundLayerColors.d.ts
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+ interface GroundLayerColors {
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+ color: number;
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+ patchColor: number;
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+ }
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+ //#endregion
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+ //#region src/models/terrain/GroundLayerField.d.ts
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+ interface GroundLayerField {
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+ cellSize: number;
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+ layers: Partial<Record<GroundLayer, readonly number[]>>;
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+ origin: readonly number[];
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+ size: readonly number[];
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+ }
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+ //#endregion
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+ //#region src/models/terrain/GroundPathSegment.d.ts
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+ interface GroundPathSegment {
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+ endX: number;
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+ endZ: number;
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+ startX: number;
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+ startZ: number;
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+ width: number;
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+ }
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+ //#endregion
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+ //#region src/models/terrain/GroundPaint.d.ts
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+ interface GroundPaint {
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+ earthSlope?: GroundBand;
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+ layerColors: Record<GroundLayer, GroundLayerColors>;
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+ layerField?: GroundLayerField;
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+ patchScale: number;
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+ pathFalloff: number;
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+ paths: GroundPathSegment[];
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+ rockSlope?: GroundBand;
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+ sandHeight?: GroundBand;
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+ snowHeight?: GroundBand;
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+ }
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+ //#endregion
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+ //#region src/models/terrain/PlateauFeature.d.ts
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+ interface PlateauFeature {
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+ falloff: number;
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+ height: number;
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+ kind: TerrainFeatureKind.Plateau;
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+ radius: number;
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+ x: number;
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+ z: number;
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+ }
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+ //#endregion
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+ //#region src/models/terrain/RidgeFeature.d.ts
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+ interface RidgeFeature {
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+ endX: number;
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+ endZ: number;
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+ height: number;
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+ kind: TerrainFeatureKind.Ridge;
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+ startX: number;
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+ startZ: number;
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+ width: number;
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+ }
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+ //#endregion
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+ //#region src/models/terrain/TerrainFeature.d.ts
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+ type TerrainFeature = CliffFeature | PlateauFeature | RidgeFeature;
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+ //#endregion
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+ //#region src/models/terrain/TerrainOptions.d.ts
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+ interface TerrainOptions {
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+ cellsPerSide: number;
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+ finestRange: number;
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+ finestTileSize: number;
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+ levelCount: number;
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+ maxHeight: number;
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+ minHeight: number;
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+ }
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+ //#endregion
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+ //#region src/models/terrain/TerrainResidualClearing.d.ts
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+ interface TerrainResidualClearing {
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+ falloff: number;
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+ radius: number;
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+ x: number;
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+ z: number;
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+ }
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+ //#endregion
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+ //#region src/models/terrain/TerrainResidualFade.d.ts
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+ interface TerrainResidualFade {
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+ cellSize: number;
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+ clearings: readonly TerrainResidualClearing[];
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+ origin: readonly number[];
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+ size: readonly number[];
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+ weights: readonly number[];
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+ }
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+ //#endregion
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+ //#region src/models/terrain/TerrainResidual.d.ts
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+ interface TerrainResidual {
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+ amplitude: number;
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+ fade?: TerrainResidualFade;
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+ octaves: number;
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+ scale: number;
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+ seed: number;
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+ }
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+ //#endregion
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+ //#region src/models/terrain/TerrainTile.d.ts
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+ interface TerrainTile {
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+ coarseColors: Float32Array;
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+ coarseNormals: Float32Array;
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+ coarsePositions: Float32Array;
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+ colors: Float32Array;
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+ key: number;
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+ normals: Float32Array;
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+ positions: Float32Array;
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+ }
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+ //#endregion
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+ //#region src/models/terrain/TerrainShape.d.ts
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+ interface TerrainShape extends GaussianHills {
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+ features?: TerrainFeature[];
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+ residual?: TerrainResidual;
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+ }
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+ //#endregion
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+ //#region src/models/terrain/TerrainTileOptions.d.ts
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+ interface TerrainTileOptions extends Pick<TerrainOptions, "cellsPerSide" | "finestTileSize"> {
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+ getHeight: (x: number, z: number) => number;
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+ key: number;
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+ writeColor: (colors: Float32Array, offset: number, height: number, slope: number, x: number, z: number) => void;
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+ }
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+ //#endregion
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+ //#region src/models/vegetation/ScatterOptions.d.ts
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+ interface ScatterOptions {
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+ candidateCount: number;
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+ checkIsAccepted: (x: number, z: number) => boolean;
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+ seed: number;
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+ size: number;
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+ spacing: number;
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+ }
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+ //#endregion
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+ //#region src/random/createSeededRandom.d.ts
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+ declare const createSeededRandom: (seed: number) => (() => number);
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+ //#endregion
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+ //#region src/terrain/computeTerrainTile.d.ts
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+ declare const computeTerrainTile: ({ cellsPerSide, finestTileSize, getHeight, key, writeColor }: TerrainTileOptions) => TerrainTile;
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+ //#endregion
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+ //#region src/terrain/createGroundLayerWeights.d.ts
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+ declare const createGroundLayerWeights: ({ earthSlope, layerField, pathFalloff, paths, rockSlope, sandHeight, snowHeight }: Pick<GroundPaint, "earthSlope" | "layerField" | "pathFalloff" | "paths" | "rockSlope" | "sandHeight" | "snowHeight">) => ((height: number, slope: number, x: number, z: number) => Readonly<Record<GroundLayer, number>>);
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+ //#endregion
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+ //#region src/terrain/createGroundPaintColor.d.ts
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+ declare const createGroundPaintColor: (groundPaint: GroundPaint, seed: number) => TerrainTileOptions["writeColor"];
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+ //#endregion
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+ //#region src/terrain/createTerrainShapeHeight.d.ts
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+ declare const createTerrainShapeHeight: (shape: TerrainShape, ...overlays: TerrainShape[]) => ((x: number, z: number) => number);
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+ //#endregion
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+ //#region src/terrain/getTerrainTileColumn.d.ts
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+ declare const getTerrainTileColumn: (key: number) => number;
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+ //#endregion
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+ //#region src/terrain/getTerrainTileLevel.d.ts
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+ declare const getTerrainTileLevel: (key: number) => number;
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+ //#endregion
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+ //#region src/terrain/getTerrainTileRow.d.ts
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+ declare const getTerrainTileRow: (key: number) => number;
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+ //#endregion
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+ //#region src/vegetation/computeScatterPoints.d.ts
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+ declare const computeScatterPoints: ({ candidateCount, checkIsAccepted, seed, size, spacing }: ScatterOptions) => Float32Array;
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+ //#endregion
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+ export { CliffFeature as A, GroundLayerField as C, GroundBand as D, GroundLayers as E, GaussianHills as O, GroundPathSegment as S, GroundLayer as T, TerrainOptions as _, createTerrainShapeHeight as a, PlateauFeature as b, computeTerrainTile as c, TerrainTileOptions as d, TerrainShape as f, TerrainResidualClearing as g, TerrainResidualFade as h, getTerrainTileColumn as i, TerrainFeatureKind as j, GaussianHill as k, createSeededRandom as l, TerrainResidual as m, getTerrainTileRow as n, createGroundPaintColor as o, TerrainTile as p, getTerrainTileLevel as r, createGroundLayerWeights as s, computeScatterPoints as t, ScatterOptions as u, TerrainFeature as v, GroundLayerColors as w, GroundPaint as x, RidgeFeature as y };