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path: root/Runtime/Terrain/ScriptBindings/Terrains.txt
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C++RAW
#include "UnityPrefix.h"
#include "Runtime/Terrain/Heightmap.h"
#include "Runtime/Filters/Mesh/LodMesh.h"
#include "Runtime/Terrain/DetailDatabase.h"
#include "Runtime/Terrain/SplatDatabase.h"
#include "Runtime/Terrain/TerrainData.h"
#include "Runtime/Terrain/TerrainInstance.h"
#include "Runtime/Mono/MonoBehaviour.h"
#include "Runtime/BaseClasses/GameObject.h"
#include "Runtime/Terrain/TerrainRenderer.h"
#include "Runtime/Camera/Light.h"
#include "Runtime/Terrain/DetailRenderer.h"
#include "Runtime/Terrain/ImposterRenderTexture.h"
#include "Runtime/Terrain/TreeRenderer.h"
#include "Runtime/Terrain/Wind.h"
#include "Runtime/Terrain/Tree.h"
#include "Runtime/Scripting/GetComponent.h"
#include "Runtime/Scripting/Scripting.h"
#include "Runtime/Scripting/ScriptingUtility.h"
#include "Runtime/Scripting/ScriptingExportUtility.h"
#include "Runtime/Scripting/Backend/ScriptingInvocation.h"
#include "Runtime/Scripting/Backend/ScriptingTypeRegistry.h"
#include "Runtime/Interfaces/ITerrainManager.h"

using namespace Unity;
using namespace std;

CSRAW

#if ENABLE_TERRAIN

using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Collections;
using System.Collections.Generic;

namespace UnityEngine
{

// List of changes done to the terrain for OnTerrainChanged
// OnTerrainChanged is called with a bitfield of these items telling it what was changed.
CSRAW
[Flags]
internal enum TerrainChangedFlags
{
	NoChange = 0,
	Heightmap = 1,
	TreeInstances = 2,
	DelayedHeightmapUpdate = 4,
	FlushEverythingImmediately = 8,
	RemoveDirtyDetailsImmediately = 16,
	WillBeDestroyed = 256,
}

ENUM TerrainRenderFlags
	heightmap = 1,
	trees = 2,
	details = 4,
	all = heightmap | trees | details
END

CSRAW
CONDITIONAL ENABLE_TERRAIN
[AddComponentMenu("")]
[ExecuteInEditMode]
CLASS Terrain : MonoBehaviour
	CSRAW 
	[SerializeField]
	private TerrainData m_TerrainData;
	[SerializeField]
	float m_TreeDistance = 5000.0F;
	[SerializeField]
	float m_TreeBillboardDistance = 50.0F;
	[SerializeField]
	float m_TreeCrossFadeLength = 5.0F;
	[SerializeField]
	int   m_TreeMaximumFullLODCount = 50;
	[SerializeField]
	float m_DetailObjectDistance = 80.0F;
	[SerializeField]
	float m_DetailObjectDensity = 1.0f;
	[SerializeField]
	float m_HeightmapPixelError = 5.0F;
	[SerializeField]
	float m_SplatMapDistance = 1000.0F;
	[SerializeField]
	int   m_HeightmapMaximumLOD = 0;
	[SerializeField]
	bool  m_CastShadows = true;
	[SerializeField]
	int m_LightmapIndex = -1;
	[SerializeField]
	int m_LightmapSize = 1024;
	[SerializeField]
	bool m_DrawTreesAndFoliage = true;
	[SerializeField]
	Material m_MaterialTemplate;

	[System.NonSerialized]
	IntPtr m_TerrainInstance;

	// Since the terrain object can be disabled on being loaded, there is
	// no way to reliably initialize the TerrainInstance after loaded.
	// So initialization is moved here.
	private IntPtr InstanceObject
	{
		get
		{
			if (m_TerrainInstance == IntPtr.Zero)
			{
				m_TerrainInstance = Construct();
				Internal_SetTerrainData(m_TerrainInstance, m_TerrainData);
				Internal_SetTreeDistance(m_TerrainInstance, m_TreeDistance);
				Internal_SetTreeBillboardDistance(m_TerrainInstance, m_TreeBillboardDistance);
				Internal_SetTreeCrossFadeLength(m_TerrainInstance, m_TreeCrossFadeLength);
				Internal_SetTreeMaximumFullLODCount(m_TerrainInstance, m_TreeMaximumFullLODCount);
				Internal_SetDetailObjectDistance(m_TerrainInstance, m_DetailObjectDistance);
				Internal_SetDetailObjectDensity(m_TerrainInstance, m_DetailObjectDensity);
				Internal_SetHeightmapPixelError(m_TerrainInstance, m_HeightmapPixelError);
				Internal_SetBasemapDistance(m_TerrainInstance, m_SplatMapDistance);
				Internal_SetHeightmapMaximumLOD(m_TerrainInstance, m_HeightmapMaximumLOD);
				Internal_SetCastShadows(m_TerrainInstance, m_CastShadows);
				Internal_SetLightmapIndex(m_TerrainInstance, m_LightmapIndex);
				Internal_SetLightmapSize(m_TerrainInstance, m_LightmapSize);
				Internal_SetDrawTreesAndFoliage(m_TerrainInstance, m_DrawTreesAndFoliage);
				Internal_SetMaterialTemplate(m_TerrainInstance, m_MaterialTemplate);
			}
			return m_TerrainInstance;
		}
		set
		{
			m_TerrainInstance = value;
		}
	}

	private void OnDestroy()
	{
		OnDisable();

		// Using InstanceObject potentially creates the object then immediately destroy it
		Cleanup(m_TerrainInstance);
	}

	CUSTOM private void Cleanup(IntPtr terrainInstance)
	{ 
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		UNITY_DELETE(ti, kMemTerrain);
	}

	CSRAW public TerrainRenderFlags editorRenderFlags
	{
		get { return (TerrainRenderFlags)GetEditorRenderFlags(InstanceObject); }
		set { SetEditorRenderFlags(InstanceObject, (int)value); }
	}
	CUSTOM private int GetEditorRenderFlags(IntPtr terrainInstance)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		return ti->GetEditorRenderFlags();
	}
	CUSTOM private void SetEditorRenderFlags(IntPtr terrainInstance, int flags)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		ti->SetEditorRenderFlags((TerrainInstance::RenderFlags)flags);
	}

	CSRAW public TerrainData terrainData
	{
		get { m_TerrainData = Internal_GetTerrainData(InstanceObject); return m_TerrainData; }
		set { m_TerrainData = value; Internal_SetTerrainData(InstanceObject, value); }
	}
	CUSTOM private TerrainData Internal_GetTerrainData(IntPtr terrainInstance)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		return Scripting::ScriptingWrapperFor(ti->GetTerrainData());
	}
	CUSTOM private void Internal_SetTerrainData(IntPtr terrainInstance, TerrainData value)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		ti->SetTerrainData(value);
	}

	CSRAW public float treeDistance
	{
		get { m_TreeDistance = Internal_GetTreeDistance(InstanceObject); return m_TreeDistance; }
		set { m_TreeDistance = value; Internal_SetTreeDistance(InstanceObject, value); }
	}
	CUSTOM private float Internal_GetTreeDistance(IntPtr terrainInstance)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		return ti->GetTreeDistance();
	}
	CUSTOM private void Internal_SetTreeDistance(IntPtr terrainInstance, float value)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		ti->SetTreeDistance(value);
	}

	CSRAW public float treeBillboardDistance
	{
		get { m_TreeBillboardDistance = Internal_GetTreeBillboardDistance(InstanceObject); return m_TreeBillboardDistance; }
		set { m_TreeBillboardDistance = value; Internal_SetTreeBillboardDistance(InstanceObject, value); }
	}
	CUSTOM private float Internal_GetTreeBillboardDistance(IntPtr terrainInstance)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		return ti->GetTreeBillboardDistance();
	}
	CUSTOM private void Internal_SetTreeBillboardDistance(IntPtr terrainInstance, float value)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		ti->SetTreeBillboardDistance(value);
	}

	CSRAW public float treeCrossFadeLength
	{
		get { m_TreeCrossFadeLength = Internal_GetTreeCrossFadeLength(InstanceObject); return m_TreeCrossFadeLength; }
		set { m_TreeCrossFadeLength = value; Internal_SetTreeCrossFadeLength(InstanceObject, value); }
	}
	CUSTOM private float Internal_GetTreeCrossFadeLength(IntPtr terrainInstance)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		return ti->GetTreeCrossFadeLength();
	}
	CUSTOM private void Internal_SetTreeCrossFadeLength(IntPtr terrainInstance, float value)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		ti->SetTreeCrossFadeLength(value);
	}

	CSRAW public int treeMaximumFullLODCount
	{
		get { m_TreeMaximumFullLODCount = Internal_GetTreeMaximumFullLODCount(InstanceObject); return m_TreeMaximumFullLODCount; }
		set { m_TreeMaximumFullLODCount = value; Internal_SetTreeMaximumFullLODCount(InstanceObject, value); }
	}
	CUSTOM private int Internal_GetTreeMaximumFullLODCount(IntPtr terrainInstance)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		return ti->GetTreeMaximumFullLODCount();
	}
	CUSTOM private void Internal_SetTreeMaximumFullLODCount(IntPtr terrainInstance, int value)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		ti->SetTreeMaximumFullLODCount(value);
	}

	CSRAW public float detailObjectDistance
	{
		get { m_DetailObjectDistance = Internal_GetDetailObjectDistance(InstanceObject); return m_DetailObjectDistance; }
		set { m_DetailObjectDistance = value; Internal_SetDetailObjectDistance(InstanceObject, value); }
	}
	CUSTOM private float Internal_GetDetailObjectDistance(IntPtr terrainInstance)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		return ti->GetDetailObjectDistance();
	}
	CUSTOM private void Internal_SetDetailObjectDistance(IntPtr terrainInstance, float value)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		ti->SetDetailObjectDistance(value);
	}

	CSRAW public float detailObjectDensity
	{
		get { m_DetailObjectDensity = Internal_GetDetailObjectDensity(InstanceObject); return m_DetailObjectDensity; }
		set { m_DetailObjectDensity = value; Internal_SetDetailObjectDensity(InstanceObject, value); }
	}
	CUSTOM private float Internal_GetDetailObjectDensity(IntPtr terrainInstance)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		return ti->GetDetailObjectDensity();
	}
	CUSTOM private void Internal_SetDetailObjectDensity(IntPtr terrainInstance, float value)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		ti->SetDetailObjectDensity(value);
	}

	CSRAW public float heightmapPixelError
	{
		get { m_HeightmapPixelError = Internal_GetHeightmapPixelError(InstanceObject); return m_HeightmapPixelError; }
		set { m_HeightmapPixelError = value; Internal_SetHeightmapPixelError(InstanceObject, value); }
	}
	CUSTOM private float Internal_GetHeightmapPixelError(IntPtr terrainInstance)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		return ti->GetHeightmapPixelError();
	}
	CUSTOM private void Internal_SetHeightmapPixelError(IntPtr terrainInstance, float value)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		ti->SetHeightmapPixelError(value);
	}

	CSRAW public int heightmapMaximumLOD
	{
		get { m_HeightmapMaximumLOD = Internal_GetHeightmapMaximumLOD(InstanceObject); return m_HeightmapMaximumLOD; }
		set { m_HeightmapMaximumLOD = value; Internal_SetHeightmapMaximumLOD(InstanceObject, value); }
	}
	CUSTOM private int Internal_GetHeightmapMaximumLOD(IntPtr terrainInstance)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		return ti->GetHeightmapMaximumLOD();
	}
	CUSTOM private void Internal_SetHeightmapMaximumLOD(IntPtr terrainInstance, int value)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		ti->SetHeightmapMaximumLOD(value);
	}

	CSRAW public float basemapDistance
	{
		get { m_SplatMapDistance = Internal_GetBasemapDistance(InstanceObject); return m_SplatMapDistance; }
		set { m_SplatMapDistance = value; Internal_SetBasemapDistance(InstanceObject, value); }
	}
	CUSTOM private float Internal_GetBasemapDistance(IntPtr terrainInstance)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		return ti->GetBasemapDistance();
	}
	CUSTOM private void Internal_SetBasemapDistance(IntPtr terrainInstance, float value)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		ti->SetBasemapDistance(value);
	}

	OBSOLETE error use basemapDistance
	CSRAW public float splatmapDistance
	{
		get { return basemapDistance; }
		set { basemapDistance = value; }
	}

	CSRAW public int lightmapIndex
	{ 
		get { m_LightmapIndex = Internal_GetLightmapIndex(InstanceObject); return m_LightmapIndex; }
		set { m_LightmapIndex = value; Internal_SetLightmapIndex(InstanceObject, value); }
	}
	CSRAW private void SetLightmapIndex(int value)
	{ 
		lightmapIndex = value;
	} 
	CSRAW private void ShiftLightmapIndex(int offset)
	{
		lightmapIndex += offset;
	}
	CUSTOM private int Internal_GetLightmapIndex(IntPtr terrainInstance)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		return ti->GetLightmapIndex();
	}
	CUSTOM private void Internal_SetLightmapIndex(IntPtr terrainInstance, int value)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		ti->SetLightmapIndex(value);
	}
	
	CSRAW internal int lightmapSize
	{
		get { m_LightmapSize = Internal_GetLightmapSize(InstanceObject); return m_LightmapSize; }
		set { m_LightmapSize = value; Internal_SetLightmapSize(InstanceObject, value); }
	}
	CUSTOM private int Internal_GetLightmapSize(IntPtr terrainInstance)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		return ti->GetLightmapSize();
	}
	CUSTOM private void Internal_SetLightmapSize(IntPtr terrainInstance, int value)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		ti->SetLightmapSize(value);
	}

	CSRAW public bool castShadows
	{
		get { m_CastShadows = Internal_GetCastShadows(InstanceObject); return m_CastShadows; }
		set { m_CastShadows = value; Internal_SetCastShadows(InstanceObject, value); }
	}
	CUSTOM private bool Internal_GetCastShadows(IntPtr terrainInstance)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		return ti->GetCastShadows();
	}
	CUSTOM private void Internal_SetCastShadows(IntPtr terrainInstance, bool value)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		ti->SetCastShadows(value);
	}	
	
	CSRAW public Material materialTemplate
	{
		get { m_MaterialTemplate = Internal_GetMaterialTemplate(InstanceObject); return m_MaterialTemplate; }
		set { m_MaterialTemplate = value; Internal_SetMaterialTemplate(InstanceObject, value); }
	}
	CUSTOM private Material Internal_GetMaterialTemplate(IntPtr terrainInstance)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		return Scripting::ScriptingWrapperFor(const_cast<Material*>(ti->GetMaterialTemplate()));
	}
	CUSTOM private void Internal_SetMaterialTemplate(IntPtr terrainInstance, Material value)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		ti->SetMaterialTemplate(value);
	}

	CSRAW internal bool drawTreesAndFoliage
	{		
		get { m_DrawTreesAndFoliage = Internal_GetDrawTreesAndFoliage(InstanceObject); return m_DrawTreesAndFoliage; }
		set { m_DrawTreesAndFoliage = value; Internal_SetDrawTreesAndFoliage(InstanceObject, value); }
	}
	CUSTOM private bool Internal_GetDrawTreesAndFoliage(IntPtr terrainInstance)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		return ti->GetDrawTreesAndFoliage();
	}
	CUSTOM private void Internal_SetDrawTreesAndFoliage(IntPtr terrainInstance, bool value)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		ti->SetDrawTreesAndFoliage(value);
	}

	CSRAW public float SampleHeight(Vector3 worldPosition)
	{
		return Internal_SampleHeight(InstanceObject, worldPosition);
	}
	CUSTOM private float Internal_SampleHeight (IntPtr terrainInstance, Vector3 worldPosition)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		return ti->SampleHeight(worldPosition);
	}
	
	CSRAW internal void ApplyDelayedHeightmapModification()
	{
		Internal_ApplyDelayedHeightmapModification(InstanceObject);
	}
	CUSTOM internal void Internal_ApplyDelayedHeightmapModification (IntPtr terrainInstance)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		ti->ApplyDelayedHeightmapModification();
	}

	CSRAW public void AddTreeInstance(TreeInstance instance)
	{
		Internal_AddTreeInstance(InstanceObject, instance);
	}
	CUSTOM private void Internal_AddTreeInstance (IntPtr terrainInstance, TreeInstance instance)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		ti->AddTreeInstance(instance);
	}

	CSRAW public void SetNeighbors (Terrain left, Terrain top, Terrain right, Terrain bottom)
	{
		Internal_SetNeighbors(InstanceObject,
							  left != null ? left.InstanceObject : IntPtr.Zero,
							  top != null ? top.InstanceObject : IntPtr.Zero,
							  right != null ? right.InstanceObject : IntPtr.Zero,
							  bottom != null ? bottom.InstanceObject : IntPtr.Zero);
	}
	CUSTOM private void Internal_SetNeighbors (IntPtr terrainInstance, IntPtr left, IntPtr top, IntPtr right, IntPtr bottom)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		TerrainInstance* leftInstance = static_cast<TerrainInstance*>(left);
		TerrainInstance* topInstance = static_cast<TerrainInstance*>(top);
		TerrainInstance* rightInstance = static_cast<TerrainInstance*>(right);
		TerrainInstance* bottomInstance = static_cast<TerrainInstance*>(bottom);
		ti->SetNeighbors(leftInstance, topInstance, rightInstance, bottomInstance);
	}

	CSRAW public Vector3 GetPosition ()
	{
		return Internal_GetPosition(InstanceObject);
	}
	CUSTOM private Vector3 Internal_GetPosition (IntPtr terrainInstance)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		return ti->GetPosition();
	}

	CSRAW public void Flush ()
	{	
		Internal_Flush(InstanceObject);
	}
	CUSTOM private void Internal_Flush (IntPtr terrainInstance)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		ti->Flush();
	}

	CSRAW internal void RemoveTrees (Vector2 position, float radius, int prototypeIndex)
	{
		Internal_RemoveTrees(InstanceObject, position, radius, prototypeIndex);
	}
	CUSTOM private void Internal_RemoveTrees (IntPtr terrainInstance, Vector2 position, float radius, int prototypeIndex)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		ti->RemoveTrees(position, radius, prototypeIndex);
	}

	CSRAW private void OnTerrainChanged (TerrainChangedFlags flags)
	{
		Internal_OnTerrainChanged(InstanceObject, flags);
	}

	CUSTOM private void Internal_OnTerrainChanged (IntPtr terrainInstance, TerrainChangedFlags flags)
	{
		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		Assert(ti != NULL);
		ti->OnTerrainChanged(flags);
	}

	CUSTOM private IntPtr Construct ()
	{
		SET_ALLOC_OWNER(self->GetGameObjectPtr());
		return UNITY_NEW(TerrainInstance, kMemTerrain)(self->GetGameObjectPtr());
	}

	CSRAW
	internal void OnEnable ()
	{
		Internal_OnEnable(InstanceObject);
	}

	CUSTOM private void Internal_OnEnable (IntPtr terrainInstance)
	{
		Assert(terrainInstance != NULL);

		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		ti->OnEnable();
		GetITerrainManager()->AddTerrainAndSetActive(ti);
	}
	
	CSRAW
	internal void OnDisable()
	{
		Internal_OnDisable(InstanceObject);
	}

	CUSTOM private void Internal_OnDisable (IntPtr terrainInstance)
	{
		Assert(terrainInstance != NULL);

		TerrainInstance* ti = static_cast<TerrainInstance*>(terrainInstance);
		GetITerrainManager()->RemoveTerrain(ti);
		ti->OnDisable();
		ti->Flush();
	}

	C++RAW	
	ScriptingObjectPtr TerrainInstanceToMonoBehaviour(TerrainInstance* ti)
	{
		if (!ti)
			return SCRIPTING_NULL;

		GameObject* go = ti->GetGameObject();
		Assert(go != NULL);
		return ScriptingGetComponentOfType(*go, MONO_COMMON.terrain);
	}

	CUSTOM_PROP static Terrain activeTerrain
	{
		TerrainInstance* ti = GetITerrainManager()->GetActiveTerrain();
		return TerrainInstanceToMonoBehaviour(ti);
	}
	
	CUSTOM_PROP static Terrain[] activeTerrains
	{
		TerrainList tl = GetITerrainManager()->GetActiveTerrains();

		ScriptingClassPtr terrainClass = MONO_COMMON.terrain;
		ScriptingArrayPtr array = CreateScriptingArray<ScriptingObjectPtr>(terrainClass, tl.size());

		int index = 0;
		for (TerrainList::iterator i = tl.begin(); i != tl.end(); ++i, index++)
			Scripting::SetScriptingArrayElement(array, index, TerrainInstanceToMonoBehaviour (*i));
		return array;
	}

	CSRAW
	public static GameObject CreateTerrainGameObject (TerrainData assignTerrain)
	{
		// Also create the renderer game object
	#if ENABLE_PHYSICS
		GameObject go = new GameObject("Terrain", typeof(Terrain), typeof(TerrainCollider));
	#else
		GameObject go = new GameObject("Terrain", typeof(Terrain));
	#endif
		go.isStatic = true;
		Terrain terrain = go.GetComponent(typeof(Terrain)) as Terrain;
	#if ENABLE_PHYSICS
		TerrainCollider collider = go.GetComponent(typeof(TerrainCollider)) as TerrainCollider;
		collider.terrainData = assignTerrain;
	#endif
		terrain.terrainData = assignTerrain;

		// The terrain already got an OnEnable, but the terrain data had not been set up correctly.
		terrain.OnEnable ();

		return go;
	}

	// This method is used internally by the engine to reconnect Terrain objects to TerrainData.
	private static void ReconnectTerrainData()
	{
		List<Terrain> activeTerrains = new List<Terrain>(Terrain.activeTerrains);
		foreach (Terrain terrain in activeTerrains)
		{
			// we could delete asset directly - remove it here (we are calling this function on StopAssetEditing
			if (terrain.terrainData == null )
			{
				terrain.OnDisable();
				continue;
			}

			// Check if connection to m_TerrainData has been lost
			if (!terrain.terrainData.HasUser(terrain.gameObject))
			{
				// destroy and recreate data
				terrain.OnDisable();
				terrain.OnEnable();
			}
		}
	}
END

CONDITIONAL ENABLE_TERRAIN
CLASS Tree : Component
	
	AUTO_PTR_PROP ScriptableObject data GetTreeData SetTreeData

END

CSRAW
}
#endif // ENABLE_TERRAIN