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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 |