class Terrain

in global :: Sandbox

Terrain renders heightmap based terrain.


public bool RayIntersects( Ray ray, float distance, ref Vector3 position )

Given a world ray, finds out the LOCAL position it intersects with this terrain.

public void SyncCPUTexture( Terrain.SyncFlags flags, RectInt region )

Downloads dirty regions from the GPU texture maps onto the CPU, updating collider data and making changes saveable. This is used from the editor after modifying.

public TerrainStorage Storage { get; set; }

Storage contains pretty much everything: heightmap, controlmaps, materials, grass, etc etc

public float TerrainSize { get; set; }

Uniform world size of the width and length of the terrain.

public float TerrainHeight { get; set; }

World size of the maximum height of the terrain.

public IEnumerable<T> GetComponentsInParent( bool includeDisabled = False, bool includeSelf = True )

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public IEnumerable<T> GetComponentsInChildren( bool includeDisabled = False, bool includeSelf = True )

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public IEnumerable<T> GetComponents( bool includeDisabled = False )

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public T GetComponent( bool includeDisabled = False )

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public T GetOrAddComponent( bool startEnabled = True )

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public T AddComponent( bool startEnabled = True )

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public ComponentFlags Flags { get; set; }

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public DebugOverlaySystem DebugOverlay { get; }

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public void EditLog( string name, object source )

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public ITagSet Tags { get; }

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public T GetComponentInChildren( bool includeDisabled = False, bool includeSelf = True )

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public void Reset( )

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public void DestroyGameObject( )

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public void Destroy( )

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public Action OnComponentDestroy { get; set; }

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public Action OnComponentDisabled { get; set; }

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public void Invoke( float secondsDelay, Action action, CancellationToken ct = null )

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public Action OnComponentUpdate { get; set; }

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public Transform LocalTransform { get; set; }

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public Terrain( )

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public bool Equals( object obj )

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public string ToString( )

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public Type GetType( )

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public Vector3 WorldScale { get; set; }

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public Rotation WorldRotation { get; set; }

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public Vector3 WorldPosition { get; set; }

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public Transform WorldTransform { get; set; }

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public T GetComponentInParent( bool includeDisabled = False, bool includeSelf = True )

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public void DeserializeImmediately( JsonObject node )

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public JsonNode Serialize( GameObject.SerializeOptions options = null )

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public bool IsProxy { get; }

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public GameObject.NetworkAccessor Network { get; }

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public Vector3 LocalScale { get; set; }

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public Rotation LocalRotation { get; set; }

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public Vector3 LocalPosition { get; set; }

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public Action OnComponentFixedUpdate { get; set; }

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public void Deserialize( JsonObject node )

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public Guid Id { get; }

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public bool IsValid { get; }

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public Surface Surface { get; set; }

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public Rigidbody Rigidbody { get; }

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public bool IsDynamic { get; }

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public bool Static { get; set; }

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public PhysicsBody KeyframeBody { get; }

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public int ComponentVersion { get; }

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public void UpdateMaterialsBuffer( )

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public Texture HolesMap { get; }

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public Texture ControlMap { get; }

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public Texture HeightMap { get; }

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public ModelRenderer.ShadowRenderType RenderType { get; set; }

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public int ClipMapLodExtentTexels { get; set; }

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public int ClipMapLodLevels { get; set; }

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public Material MaterialOverride { get; set; }

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public void SyncGPUTexture( )

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public bool IsConcave { get; }

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public Nullable<float> Friction { get; set; }

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public bool EnableCollision { get; set; }

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public Vector3 SurfaceVelocity { get; set; }

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public Action OnComponentEnabled { get; set; }

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public int GetHashCode( )

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public bool Active { get; }

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public bool Enabled { get; set; }

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public ComponentList Components { get; }

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public GameObject GameObject { get; }

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public GameTransform Transform { get; }

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public Scene Scene { get; }

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public Action OnComponentStart { get; set; }

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public Vector3 FindClosestPoint( Vector3 worldPoint )

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public void OnPhysicsChanged( )

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public IEnumerable<Collider> Touching { get; }

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public Action<GameObject> OnObjectTriggerExit { get; set; }

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public Action<GameObject> OnObjectTriggerEnter { get; set; }

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public Action<Collider> OnTriggerExit { get; set; }

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public Action<Collider> OnTriggerEnter { get; set; }

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public BBox LocalBounds { get; }

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public Vector3 GetVelocityAtPoint( Vector3 worldPoint )

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public bool IsTrigger { get; set; }

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