Table of Contents

Namespace Pinwheel.Griffin

Classes

GFoliage

Contains information about a terrain foliage prototypes, instances, snapping mode, etc. This should not be used alone without a parent terrain data. In most cases you don't instantiate it with ScriptableObject.Create(). The correct way is to accessing it with GTerrainData.Foliage.

GGeometry

An object containing terrain size, mesh density, height map and other settings related to mesh generation. 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 is to accessing it with GTerrainData.Geometry.

GGrassMeshGenerator

Utility class for generate grass meshes (quad, cross, tricross, clump) for grass rendering. Generated mesh are assigned to Runtime Settings and used by the renderer. If you need custom mesh for those grass shape, modify this class code is needed.

GGrassPatch

Contains data about grass instances of a terrain within a region. This should not be used alone without a parent GFoliage object. Don't instantiate it. The correct way to access this is terrain.TerrainData.Foliage.GrassPatch[index]

GGrassPrototype

A template containing common data for a type of grass.

GGrassPrototypeGroup

An asset type contains a collection of prototype for grass rendering. Create a new one in the editor with context menu, or in runtime with ScriptableObject.Create Assign to a terrain at runtime with terrain.TerrainData.Foliage.Grasses

GInteractiveGrassAgent

Add this component to a game object (player) so it can bend nearby grass when interactive grass is on.

GMask

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

GNavigationHelper

An utility component that create dummy game object at tree position as nav obstacles for baking nav mesh.

GObjectHelper

Utility component for snapping spawned game object to the terrain surface.

GPrefabPrototypeGroup

An asset type containing a collection of prefabs, used for object spawning tools.

GRendering

Sub asset type containing configurations of terrain and foliage rendering, such as shadow options, render distance, LOD distance, etc. This should not be used alone without a parent terrain data object. In most case you dont instantiate this with ScriptableObject.Create. The correct way to access this is terrain.TerrainData.Rendering

GRuntimeSettings

Contains Polaris settings at runtime.

GShading

Sub asset type containing terrain material and textures. This should not be used alone without a parent terrain data object. In most case you dont instantiate this with ScriptableObject.Create. The correct way to access this is terrain.TerrainData.Shading

GSpawner

Utility class for spawning game object on the terrain.

GSplatPrototype

An object contains settings for terrain texture layer.

GSplatPrototypeGroup

An asset type containing a collection of splat prototype.

GStylizedTerrain
GTerrainChunk

Due to the 64k vertex limit of meshes, the terrain will slice its surface into several smaller chunks. This chunk cover a smaller region of the terrain that contains its own mesh renderer and collider. The total number of chunks was determined by terrain settings (ChunkGridSize).

GTerrainChunkLOD
GTerrainData

The main asset type containing all settings that describe a low poly terrain. Instantiate this using Polaris.CreateAndInitTerrainData()

GTerrainGeneratedData

An asset type containing all generated surface mesh of a terrain. Don't instantiate it, the terrain will do that instead.

GTerrainTools

Dummy class to detect if terrain tools are added to the scene

GTreePrototype

A template containing information about a kind of tree.

GTreePrototypeGroup

An asset type contain a collection of tree templates/prototypes for rendering.

GUtilities

Utility class for helper function

GVersionInfo

Utility class contains product info

GWindZone

A component that control grass waving direction and strength.

Structs

GGrassInstance

Contains information about a single grass instance.

GOverlapTestResult

Storing the result of overlap test, used by many terrain tools.

GTreeInstance

Represent a tree rendered by the terrain.

Enums

GAlbedoToVertexColorMode
GGeometry.GStorageMode

Mesh storage behavior

GGrassShape

Shape of grass instance, used for selecting grass mesh on rendering.

GLightingModel
GNormalMapMode
GNormalMapSpace
GRenderPipelineType
GShadingSystem
GSnapMode

The behavior when snapping tree/grass to below surface.

GSplatsModel
GTerrainData.DirtyFlags

A flag indicating what has been modified in this terrain data. There can be more than 1 bit enabled in a single enum object, you should use Enum.HasFlag() to check for all possible case.

GTerrainResourceFlag

Represent one kind of terrain resources for backup and undo.

GTextureChannel
GTexturingModel

Delegates

GGrassPrototypeGroup.ChangedHandler
GTerrainData.DirtyHandler
GTerrainData.GlobalDirtyHandler
GTreePrototypeGroup.ChangedHandler