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Functions646 in github.com/TokisanGames/Terrain3D

FunctionGDE_EXPORT terrain_3d_init
Initialization.
src/register_types.cpp:37
MethodTerrain3D
src/terrain_3d.cpp:401
MethodTerrain3DAssetResource
src/terrain_3d_asset_resource.h:18
MethodTerrain3DAssets
src/terrain_3d_assets.h:65
MethodTerrain3DCollision
src/terrain_3d_collision.h:63
MethodTerrain3DData
src/terrain_3d_data.h:84
MethodTerrain3DEditor
src/terrain_3d_editor.h:99
MethodTerrain3DInstancer
src/terrain_3d_instancer.h:55
MethodTerrain3DMaterial
src/terrain_3d_material.h:87
MethodTerrain3DMeshAsset
src/terrain_3d_mesh_asset.cpp:119
MethodTerrain3DMesher
src/terrain_3d_mesher.h:62
MethodTerrain3DRegion
src/terrain_3d_region.h:64
MethodTerrain3DTextureAsset
src/terrain_3d_texture_asset.h:31
Method__physics_process
* This is a proxy for _process(delta) called by _notification() due to * https://github.com/godotengine/godot-cpp/issues/1022 */
src/terrain_3d.cpp:110
Method_apply_inserts
* `//INSERT: ID` blocks in p_shader are replaced by the entry in the DB * returns a shader string with inserts applied * Skips `EDITOR_*` and `DEBU
src/terrain_3d_material.cpp:91
Method_apply_undo
src/terrain_3d_editor.cpp:605
Method_backup_region
src/terrain_3d_instancer.cpp:325
Method_bind_methods
src/terrain_3d_texture_asset.cpp:153
Method_bind_methods
src/terrain_3d.cpp:990
Method_bind_methods
src/terrain_3d_editor.cpp:853
Method_bind_methods
src/terrain_3d_mesh_asset.cpp:458
Method_bind_methods
src/terrain_3d_data.cpp:1127
Method_bind_methods
src/terrain_3d_material.cpp:930
Method_bind_methods
src/terrain_3d_instancer.cpp:1114
Method_bind_methods
src/terrain_3d_assets.cpp:666
Method_bind_methods
src/terrain_3d_region.cpp:325
Method_bind_methods
src/terrain_3d_collision.cpp:561
Method_bind_methods
src/terrain_3d_util.cpp:510
Method_build_containers
src/terrain_3d.cpp:159
Method_clear
src/terrain_3d_data.cpp:17
Method_clear_clipmap
Frees all clipmap instance RIDs. Mesh rids must be freed seperatley.
src/terrain_3d_mesher.cpp:254
Method_clear_lod_ranges
src/terrain_3d_mesh_asset.cpp:20
Method_clear_mesh_types
Frees all Mesh RIDs use for clipmap instances.
src/terrain_3d_mesher.cpp:272
Method_copy_paste_dfr
Structured to work with do_for_regions. Should be renamed when copy_paste is expanded
src/terrain_3d_data.cpp:31
Method_create_multimesh
src/terrain_3d_instancer.cpp:336
Method_destroy_collision
src/terrain_3d.cpp:187
Method_destroy_containers
src/terrain_3d.cpp:168
Method_destroy_instancer
src/terrain_3d.cpp:182
Method_destroy_labels
src/terrain_3d.cpp:173
Method_destroy_mesher
src/terrain_3d.cpp:197
Method_destroy_mmi_by_cell
src/terrain_3d_instancer.cpp:256
Method_destroy_mmi_by_location
src/terrain_3d_instancer.cpp:300
Method_destroy_mouse_picking
src/terrain_3d.cpp:267
Method_generate_clipmap
src/terrain_3d_mesher.cpp:114
Method_generate_mesh
src/terrain_3d_mesher.cpp:42
Method_generate_mesh_types
src/terrain_3d_mesher.cpp:15
Method_generate_offset_data
Precomputes all instance offset data into lookup arrays that match created instances. All meshes are created with 0,0 as their origin and grow along +
src/terrain_3d_mesher.cpp:187
Method_generate_shader_code
src/terrain_3d_material.cpp:121
Method_generate_triangle_pair
Generates two triangles: Top 124, Bottom 143 1 __ 2 |\ | | \| 3 -- 4 p_vertices is assumed to exist and the destination for data p_uvs might not e
src/terrain_3d.cpp:321
Method_generate_triangles
src/terrain_3d.cpp:276
Method_get
This is called 200x more than the others, every second the material is open in the inspector, so be efficient
src/terrain_3d_material.cpp:918
Method_get_cell
src/terrain_3d_instancer.cpp:365
Method_get_configuration_warnings
src/terrain_3d.cpp:802
Method_get_density_count
Allows us to instance every X function calls for sparse placement Modifies _density_counter, not const!
src/terrain_3d_instancer.h:89
Method_get_generated_mesh
src/terrain_3d_mesh_asset.cpp:33
Method_get_map_type
src/terrain_3d_editor.h:126
Method_get_material
src/terrain_3d_mesh_asset.cpp:97
Method_get_property_list
Add shader uniforms to properties. Hides uniforms that begin with _
src/terrain_3d_material.cpp:831
Method_get_rotated_uv
src/terrain_3d_editor.h:164
Method_get_shader_parameters
src/terrain_3d_material.h:84
Method_get_shape_data
Calculates shape data from top left position. Assumes descaled and snapped.
src/terrain_3d_collision.cpp:22
Method_get_uv_position
src/terrain_3d_editor.h:156
Method_grab_camera
* If running in the editor, grab the first editor viewport camera. * The edited_scene_root is excluded in case the user already has a Camera3D in the
src/terrain_3d.cpp:142
Method_initialize
src/terrain_3d.cpp:31
Method_inject_editor_code
src/terrain_3d_material.cpp:241
Method_instantiate_mesh
src/terrain_3d_mesher.cpp:87
Method_is_in_bounds
src/terrain_3d_editor.h:150
Method_is_valid_format
Note a null texture is considered a valid format
src/terrain_3d_texture_asset.cpp:14
Method_notification
Notifications are defined in individual classes: Object, Node, Node3D Listed below in order of operation
src/terrain_3d.cpp:825
Method_operate_map
src/terrain_3d_editor.cpp:88
Method_operate_region
Process location to add new region, mark as deleted, or just retrieve
src/terrain_3d_editor.cpp:30
Method_parse_shader
* All `//INSERT: ID` blocks in p_shader are loaded into the DB _shader_code */
src/terrain_3d_material.cpp:58
Method_preload_shaders
src/terrain_3d_material.cpp:21
Method_property_can_revert
Flag uniforms with non-default values This is called 10x more than the others, so be efficient
src/terrain_3d_material.cpp:877
Method_property_get_revert
Provide uniform default values in r_property
src/terrain_3d_material.cpp:885
Method_reload_physics_material
src/terrain_3d_collision.cpp:163
Method_send_region_aabb
Sends the whole region aabb to edited_area
src/terrain_3d_editor.cpp:19
Method_set
src/terrain_3d_material.cpp:891
Method_set_asset
src/terrain_3d_assets.cpp:110
Method_set_asset_list
* _set_asset_list attempts to keep the asset id as saved in the resource file. * But if an ID is invalid or already taken, the new ID is changed to t
src/terrain_3d_assets.cpp:66
Method_set_shader_parameters
src/terrain_3d_material.cpp:552
Method_setup_mmi_lod_ranges
src/terrain_3d_instancer.cpp:182
Method_setup_mouse_picking
src/terrain_3d.cpp:208
Method_setup_thumbnail_creation
src/terrain_3d_assets.cpp:346
Method_shape_get_position
src/terrain_3d_collision.cpp:143
Method_shape_set_data
src/terrain_3d_collision.cpp:152
Method_shape_set_disabled
src/terrain_3d_collision.cpp:124
Method_shape_set_transform
src/terrain_3d_collision.cpp:134
Method_snap_to_grid
src/terrain_3d_collision.h:98
Method_sort_lod_nodes
src/terrain_3d_mesh_asset.cpp:28
Method_store_undo
src/terrain_3d_editor.cpp:556
Method_strip_comments
Ripped from ShaderPreprocessor::CommentRemover::strip()
src/terrain_3d_material.cpp:152
Method_swap_ids
src/terrain_3d_assets.cpp:17
Method_update_mesher_aabbs
src/terrain_3d.h:111
Method_update_mmis
Creates MMIs based on stored Multimesh data
src/terrain_3d_instancer.cpp:16
Method_update_shader
src/terrain_3d_material.cpp:384
Method_update_texture_arrays
Called from signal connected in Terrain3D, emitted by texture_list
src/terrain_3d_material.cpp:522
Method_update_texture_files
src/terrain_3d_assets.cpp:158
Method_update_texture_settings
src/terrain_3d_assets.cpp:319
Method_update_thumbnail
src/terrain_3d_assets.cpp:381
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