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Functions646 in github.com/TokisanGames/Terrain3D

↓ 2 callersMethodget_mesh_size
src/terrain_3d.h:167
↓ 2 callersMethodget_region_count
src/terrain_3d_data.h:90
↓ 2 callersMethodget_region_ptr
Using the raw pointer is faster than creating a Ref<>. It can also safely be converted to a Ref as needed with Ref<>(ptr). Use this function when retr
src/terrain_3d_data.h:256
↓ 2 callersMethodget_shadow_impostor
src/terrain_3d_mesh_asset.h:106
↓ 2 callersMethodget_snapped_position
src/terrain_3d.h:170
↓ 2 callersMethodget_texture_count
src/terrain_3d_assets.h:76
↓ 2 callersMethodhas_region
src/terrain_3d_data.h:105
↓ 2 callersMethodset_collision_layer
src/terrain_3d.h:205
↓ 2 callersMethodset_collision_mask
src/terrain_3d.h:207
↓ 2 callersMethodset_collision_priority
src/terrain_3d.h:209
↓ 2 callersMethodset_data
src/terrain_3d_region.cpp:260
↓ 2 callersMethodset_generated_type
src/terrain_3d_mesh_asset.cpp:245
↓ 2 callersMethodset_version
src/terrain_3d_region.cpp:14
↓ 2 callersMethoduninitialize
src/terrain_3d_assets.cpp:408
↓ 2 callersMethodupdate_aabbs
Iterates over all meshes and updates their AABBs All instances of each mesh inherit the updated AABB
src/terrain_3d_mesher.cpp:442
↓ 1 callersMethod_update_vertex_spacing
src/terrain_3d_instancer.cpp:205
↓ 1 callersFunctionaabb2rect
src/terrain_3d_util.h:187
↓ 1 callersMethodadd_instances
src/terrain_3d_instancer.cpp:435
↓ 1 callersMethodadd_region_blank
src/terrain_3d_data.cpp:221
↓ 1 callersMethodbackup_region
src/terrain_3d_editor.cpp:815
↓ 1 callersMethodbake_mesh
* Generates a static ArrayMesh for the terrain. * p_lod (0-8): Determines the granularity of the generated mesh. * p_filter: Controls how vertices'
src/terrain_3d.cpp:750
↓ 1 callersFunctionbilerp
Returns the bilinearly interpolated value derived from parameters: 4 values to be interpolated Positioned at the 4 corners of the p_pos00 - p_pos11 re
src/terrain_3d_util.h:164
↓ 1 callersMethodbuild
src/terrain_3d_collision.cpp:202
↓ 1 callersMethodclear_by_mesh
src/terrain_3d_instancer.cpp:406
↓ 1 callersMethodclear_textures
src/terrain_3d_assets.cpp:461
↓ 1 callersMethodcopy_paste_dfr
Transfer foliage data from one region to another p_src_rect is the vertex/pixel offset into the region data, NOT a global position Need to update_mmis
src/terrain_3d_instancer.cpp:944
↓ 1 callersMethoddestroy
src/terrain_3d_assets.cpp:413
↓ 1 callersMethodget_albedo_array_rid
src/terrain_3d_assets.h:77
↓ 1 callersMethodget_albedo_color
src/terrain_3d_texture_asset.h:43
↓ 1 callersMethodget_ao_strength
src/terrain_3d_texture_asset.h:55
↓ 1 callersMethodget_auto_shader
src/terrain_3d_material.h:104
↓ 1 callersMethodget_collision
src/terrain_3d.h:141
↓ 1 callersMethodget_collision_mode
src/terrain_3d.h:200
↓ 1 callersMethodget_cull_margin
src/terrain_3d.h:182
↓ 1 callersMethodget_density
src/terrain_3d_mesh_asset.h:86
↓ 1 callersMethodget_detiling_rotation
src/terrain_3d_texture_asset.h:64
↓ 1 callersMethodget_detiling_shift
src/terrain_3d_texture_asset.h:67
↓ 1 callersMethodget_fade_margin
src/terrain_3d_mesh_asset.h:133
↓ 1 callersMethodget_gi_mode
src/terrain_3d.h:180
↓ 1 callersMethodget_last_shadow_lod
src/terrain_3d_mesh_asset.h:104
↓ 1 callersMethodget_layer
src/terrain_3d_collision.h:82
↓ 1 callersMethodget_lod_cast_shadows
Returns the approproate cast_shadows setting for the given LOD id
src/terrain_3d_mesh_asset.cpp:297
↓ 1 callersMethodget_lod_count
src/terrain_3d_mesh_asset.h:100
↓ 1 callersMethodget_mask
src/terrain_3d_collision.h:84
↓ 1 callersMethodget_mesh_lods
src/terrain_3d.h:165
↓ 1 callersMethodget_mode
src/terrain_3d_collision.h:72
↓ 1 callersMethodget_normal
src/terrain_3d_data.cpp:676
↓ 1 callersMethodget_normal_array_rid
src/terrain_3d_assets.h:78
↓ 1 callersMethodget_normal_depth
src/terrain_3d_texture_asset.h:52
↓ 1 callersMethodget_priority
src/terrain_3d_collision.h:86
↓ 1 callersMethodget_radius
src/terrain_3d_collision.h:80
↓ 1 callersMethodget_region_map
src/terrain_3d_data.h:95
↓ 1 callersMethodget_region_map_index
Verifies the location is within the bounds of the _region_map array and the world, returning the _region_map index, which contains the region_id. Vali
src/terrain_3d_data.h:204
↓ 1 callersMethodget_regions_all
src/terrain_3d_data.h:94
↓ 1 callersMethodget_render_layers
src/terrain_3d.h:174
↓ 1 callersMethodget_roughness
src/terrain_3d_data.h:393
↓ 1 callersMethodget_save_16_bit
src/terrain_3d.h:156
↓ 1 callersMethodget_shape_size
src/terrain_3d_collision.h:78
↓ 1 callersMethodget_texture
src/terrain_3d_assets.h:104
↓ 1 callersMethodget_texture_ao_strengths
src/terrain_3d_assets.h:81
↓ 1 callersMethodget_texture_colors
src/terrain_3d_assets.h:79
↓ 1 callersMethodget_texture_detiles
src/terrain_3d_assets.h:84
↓ 1 callersMethodget_texture_normal_depths
src/terrain_3d_assets.h:80
↓ 1 callersMethodget_texture_roughness_mods
src/terrain_3d_assets.h:82
↓ 1 callersMethodget_texture_uv_scales
src/terrain_3d_assets.h:83
↓ 1 callersMethodget_tool
src/terrain_3d_editor.h:107
↓ 1 callersMethodget_uv_scale
src/terrain_3d_texture_asset.h:61
↓ 1 callersMethodget_version
Terrain
src/terrain_3d.h:129
↓ 1 callersMethodget_warnings
src/terrain_3d.h:195
↓ 1 callersMethodget_world_background
src/terrain_3d_material.h:100
↓ 1 callersMethodhas_regionp
src/terrain_3d_data.h:106
↓ 1 callersFunctionint_ceil_mult
src/terrain_3d_util.h:104
↓ 1 callersMethodis_dynamic_mode
src/terrain_3d_collision.h:75
↓ 1 callersMethodis_enabled
src/terrain_3d_collision.h:73
↓ 1 callersMethodis_initialized
src/terrain_3d_assets.h:68
↓ 1 callersMethodis_modified
src/terrain_3d_region.h:109
↓ 1 callersMethodis_operating
src/terrain_3d_editor.h:112
↓ 1 callersMethodremove_instances
src/terrain_3d_instancer.cpp:545
↓ 1 callersMethodremove_region
Remove region marks the region for deletion, and removes it from the active arrays indexed by ID It remains stored in _regions and the file remains on
src/terrain_3d_data.cpp:281
↓ 1 callersMethodreset_density_counter
src/terrain_3d_instancer.h:79
↓ 1 callersMethodsave_directory
src/terrain_3d_data.cpp:305
↓ 1 callersMethodset_id
src/terrain_3d_mesh_asset.cpp:152
↓ 1 callersMethodset_layer
src/terrain_3d_collision.cpp:488
↓ 1 callersMethodset_maps
src/terrain_3d_region.cpp:68
↓ 1 callersMethodset_mask
src/terrain_3d_collision.cpp:502
↓ 1 callersMethodset_material_overlay
src/terrain_3d_mesh_asset.cpp:329
↓ 1 callersMethodset_material_override
src/terrain_3d_mesh_asset.cpp:321
↓ 1 callersMethodset_mode
src/terrain_3d_collision.cpp:448
↓ 1 callersMethodset_priority
src/terrain_3d_collision.cpp:516
↓ 1 callersMethodset_radius
src/terrain_3d_collision.cpp:473
↓ 1 callersMethodset_region_locations
src/terrain_3d_data.cpp:67
↓ 1 callersMethodset_shader_param
src/terrain_3d_material.cpp:644
↓ 1 callersMethodset_shape_size
src/terrain_3d_collision.cpp:460
↓ 1 callersMethodsnap
src/terrain_3d_mesher.cpp:316
↓ 1 callersMethodswap_ids
Changes the ID of a mesh, without changing the mesh on the ground Called when the mesh asset id has changed. Updates Multimeshes and MMIs dictionary k
src/terrain_3d_instancer.cpp:1001
↓ 1 callersMethodupdate_height
src/terrain_3d_region.h:134
↓ 1 callersMethodupdate_master_height
src/terrain_3d_data.h:397
↓ 1 callersMethodupdate_transforms
Review all transforms in one area and adjust their transforms w/ the current height
src/terrain_3d_instancer.cpp:821
↓ 1 callersFunctionv2iv3
Convert Vector2i to Vector3, ignoring Y
src/terrain_3d_util.h:76
↓ 1 callersFunctionv3v2
Convert Vector3 to Vector2, ignoring Y
src/terrain_3d_util.h:81
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