Object representing a high performance bounded grid of static 4x4 parts. This class cannot be instantiated.
Properties
This class has seven properties.
IsSmooth: bool
Returns whether or not this game has smooth terrain. Flat terrain was removed in January 2017, so this is always true.
MaxExtents: Region3int16
WaterColor: Color3
The color of the Water material.
WaterReflectance: float
The reflectance of the Water material.
WaterTransparency: float
The transparency of the Water material.
WaterWaveSize: float
The maximum size Water waves can be.
WaterWaveSpeed: float
The speed of the Water material.
Methods
This class has twenty-two methods.
AutowedgeCell(x: int, y: int, z: int): bool
AutowedgeCells(region: Region3int16): void
CellCenterToWorld(x: int, y: int, z: int): Vector3
CellCornerToWorld(x: int, y: int, z: int): Vector3
Clear(): void
Removes all smooth terrain from the game.
ConvertToSmooth(): void
Converts the game from flat to smooth terrain.
CopyRegion(region: Region3int16): Instance
Copies the given region and returns a TerrainRegion.
CountCells(): int
Counts the amount of terrain cells.
FillBall(center: Vector3, radius: float, material: Material): void
Creates a ball of terrain that reaches out from the given center point.
FillBlock(cframe: CoordinateFrame, size: Vector3, material: Material): void
Creates a block of terrain from the given CoordinateFrame and goes out by size.
FillRegion(region: Region3, resolution: float, material: Material): void
Fills a region with the given material.
GetCell(x: int, y: int, z: int): Tuple
Returns CellMaterial, CellBlock, CellOrientation
GetWaterCell(x: int, y: int, z: int): Tuple
Returns hasAnyWater, WaterForce, WaterDirection
PasteRegion(region: Instance, corner: Vector3int16, pasteEmptyCells: bool): void
Pastes the given TerrainRegion, with the corner being a corner.