public static float GetAverageHeight(Vec2 center, PaintBrush brush) { return(Binding.FCE_Terrain_GetAverageHeight(center.X, center.Y, brush.Pointer)); }
public static void RaiseLower(Vec2 center, float amount, PaintBrush brush) { Binding.FCE_Terrain_RaiseLower(center.X, center.Y, amount, brush.Pointer); }
public static void SetHeight(Vec2 center, float height, PaintBrush brush) { Binding.FCE_Terrain_SetHeight(center.X, center.Y, height, brush.Pointer); }
public static void Paint(Vec2 center, int id, PaintBrush brush) { Binding.FCE_Collection_Paint(center.X, center.Y, id, brush.Pointer); }
public static void Bump(Vec2 center, float amount, PaintBrush brush) { Binding.FCE_Terrain_Bump(center.X, center.Y, amount, brush.Pointer); }
public static void Smooth(Vec2 center, PaintBrush brush) { Binding.FCE_Terrain_Smooth(center.X, center.Y, brush.Pointer); }
public static void PaintConstraints(Vec2 center, float amount, int id, PaintBrush brush) { Binding.FCE_Texture_PaintConstraints(center.X, center.Y, amount, id, brush.Pointer); }
public static void Grab_Begin(float x, float y, PaintBrush brush) { Binding.FCE_Terrain_Grab_Begin(x, y, brush.Pointer); }
public static void Noise(Vec2 center, float amount, PaintBrush brush) { Binding.FCE_Terrain_Noise(center.X, center.Y, amount, brush.Pointer); }
public static void Average(Vec2 center, PaintBrush brush) { Binding.FCE_Terrain_Average(center.X, center.Y, brush.Pointer); }
public static float GetAverageHeight(Vec2 center, PaintBrush brush) { return Binding.FCE_Terrain_GetAverageHeight(center.X, center.Y, brush.Pointer); }
public static void Terrace(Vec2 center, float height, float falloff, PaintBrush brush) { Binding.FCE_Terrain_Terrace(center.X, center.Y, height, falloff, brush.Pointer); }
public static void Paint(Vec2 center, float amount, int id, PaintBrush brush) { Binding.FCE_Texture_Paint(center.X, center.Y, amount, id, brush.Pointer); }