| adoptGrid(graphics::Graphics *gfx, HexMap &&restored, const std::vector< HexUnitState > &units) | eve::hexmap::HexMapModule | |
| applySphereTerrain(graphics::Graphics *gfx, const HexTerrainBake &bake) | eve::hexmap::HexMapModule | |
| applyTerrain(graphics::Graphics *gfx, const HexTerrainBake &bake) | eve::hexmap::HexMapModule | |
| chunkMeshAt(std::int32_t chunkIndex, HexSurface surface) const | eve::hexmap::HexMapModule | |
| getName() const =0 | eve::Module | pure virtual |
| hasGrid() const noexcept | eve::hexmap::HexMapModule | inline |
| HexMapModule() | eve::hexmap::HexMapModule | |
| map() const noexcept | eve::hexmap::HexMapModule | inline |
| map() noexcept | eve::hexmap::HexMapModule | inline |
| Module_REG(HexMapModule) | eve::hexmap::HexMapModule | |
| newGrid(graphics::Graphics *gfx, std::int32_t cellCountX, std::int32_t cellCountZ, std::uint32_t seed) | eve::hexmap::HexMapModule | |
| newSphere(graphics::Graphics *gfx, std::int32_t subdivision, float radius, std::uint32_t seed) | eve::hexmap::HexMapModule | |
| rebuildChunk(graphics::Graphics *gfx, std::int32_t chunkIndex) | eve::hexmap::HexMapModule | |
| rebuildDirtyChunks(graphics::Graphics *gfx) | eve::hexmap::HexMapModule | |
| rebuildSphere(graphics::Graphics *gfx) | eve::hexmap::HexMapModule | |
| releaseMeshes(graphics::Graphics *gfx) | eve::hexmap::HexMapModule | |
| releaseSphereMeshes(graphics::Graphics *gfx) noexcept | eve::hexmap::HexMapModule | |
| scratch() noexcept | eve::hexmap::HexMapModule | inline |
| sphere() const noexcept | eve::hexmap::HexMapModule | inline |
| sphere() noexcept | eve::hexmap::HexMapModule | inline |
| sphereTerrainMesh() const noexcept | eve::hexmap::HexMapModule | inline |
| sphereWaterMesh() const noexcept | eve::hexmap::HexMapModule | inline |
| syncScratch() | eve::hexmap::HexMapModule | |
| units() noexcept | eve::hexmap::HexMapModule | inline |
| visibility() noexcept | eve::hexmap::HexMapModule | inline |
| ~HexMapModule() override | eve::hexmap::HexMapModule | |
| ~Module() | eve::Module | inlinevirtual |