Waterflow
Visualize water in terrain
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datahandler | Voxelgrid | [private] |
drawVoxels(glm::mat4 projectionMatrix, glm::mat4 viewMatrix) | Voxelgrid | |
FloodFill(int x, int z, int height, bool fillDown=true) | Voxelgrid | |
getHeight(int16_t x, int16_t z) | Voxelgrid | |
getHeightMap() | Voxelgrid | |
getNeighbourhood(int16_t x, int16_t y, int16_t z) | Voxelgrid | |
getNeighbourhoodHash(int16_t x, int16_t y, int16_t z) | Voxelgrid | |
getVoxel(int16_t x, int16_t y, int16_t z) | Voxelgrid | |
getVoxelPositions() | Voxelgrid | |
hashAdd(int16_t x, int16_t y, int16_t z, bool filled, float a, float b) | Voxelgrid | |
hashFunc(int64_t x, int64_t y, int64_t z, int64_t inHashSize) | Voxelgrid | [private] |
hashGet(int16_t x, int16_t y, int16_t z) | Voxelgrid | |
hashInit() | Voxelgrid | |
hashSize | Voxelgrid | |
hashTable | Voxelgrid | [private] |
height | Voxelgrid | [private] |
initDraw() | Voxelgrid | |
isEqualPoint(voxel *vox, short int x, short int y, short int z) | Voxelgrid | |
numCollisions | Voxelgrid | |
numInTable | Voxelgrid | |
numVoxels | Voxelgrid | [private] |
rehash() | Voxelgrid | |
rehashTresh | Voxelgrid | [private] |
setHeight(int16_t x, int16_t y, int16_t z) | Voxelgrid | |
setVoxel(int16_t x, int16_t y, int16_t z, bool filled, float a, float b) | Voxelgrid | |
updateVoxelrender() | Voxelgrid | |
voxelBuffer | Voxelgrid | [private] |
Voxelgrid(DataHandler *handle, int64_t hashSize) | Voxelgrid | |
voxelPositions | Voxelgrid | [private] |
voxels | Voxelgrid | [private] |
voxelShader | Voxelgrid | [private] |
voxelVAO | Voxelgrid | [private] |
waterHeight | Voxelgrid | [private] |
width | Voxelgrid | [private] |
xoff | Voxelgrid | [private] |
yoff | Voxelgrid | [private] |
zoff | Voxelgrid | [private] |
~Voxelgrid() | Voxelgrid |