Table of Contents

Class GMask

Namespace
Pinwheel.Griffin
Assembly
Pinwheel.Polaris.Runtime.dll

Sub asset type containing utility mask texture for terrain tooling. This should not be used alone without a parent terrain data. In most case you don't instantiate it with ScriptableObject.Create The correct way to access this is terrain.TerrainData.Mask

public class GMask : ScriptableObject
Inheritance
Object
ScriptableObject
GMask
Inherited Members
ScriptableObject.SetDirty()
ScriptableObject.CreateInstance<T>()
Object.GetInstanceID()
Object.GetHashCode()
Object.Instantiate(Object, Vector3, Quaternion)
Object.Instantiate(Object, Vector3, Quaternion, Transform)
Object.Instantiate(Object)
Object.Instantiate(Object, Transform)
Object.Instantiate<T>(T)
Object.Instantiate<T>(T, Vector3, Quaternion)
Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
Object.Instantiate<T>(T, Transform)
Object.Destroy(Object)
Object.DestroyImmediate(Object)
Object.DontDestroyOnLoad(Object)
Object.DestroyObject(Object)
Object.FindObjectsOfType<T>()
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindObjectOfType<T>()
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Object.ToString()
Object.name
Object.hideFlags

Properties

HasMaskMap

True if the mask map was allocated.

MaskMap

Direct reference to the mask map texture. The mask color are used as following:

  • R: lock terrain region from being edited.
  • G: smooth/sharp normal mask.
  • B: erosion tool's water source.
  • A: unused.
MaskMapOrDefault

Return a texture for reading mask. It's the mask itself if allocated, otherwise a default black texture. Only read this texture with bilinear filter.

MaskMapResolution

Size of the mask map in pixels. When this value changed, the mask map will be resized and resampled.

TerrainData

The parent terrain data object.

Methods

CopyTo(GMask)

Copy numeric settings to other object. This does not copy texture.