import { Vector3 } from 'three'; import { HeightmapEnvSettings, WorldSeeds } from '../config/WorldEnv.js'; import { Biome, BiomeInfluence } from './Biome.js'; import { NoiseSampler } from './NoiseSampler.js'; /** * # HeightMaps * - `Heightmap`: terrain elevation with threshold for ocean, beach, riff, lands, mountains .. * Specifies overall terrain shape and how far inland. * - `Amplitude` modulation (or erosion) * modulating terrain amplitude, to produce variants like flat, hilly lands, .. * - (TODO): higher density noise to make rougher terrain with quick variation * */ export declare class Heightmap { parent: any; compositor: import("./NoiseComposition.js").Compositor; heightmap: NoiseSampler; amplitude: NoiseSampler; biome: Biome; constructor(biome: Biome, envSettings: HeightmapEnvSettings, worldSeeds: WorldSeeds); applyModulation(input: Vector3, initialVal: number, threshold: number): number; getRawVal(blockPos: Vector3): number; /** * * @param blockData * @param includeSea * @returns */ getGroundLevel(blockPos: Vector3, rawVal?: number, biomeInfluence?: BiomeInfluence): number; }