This page has been translated automatically.
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
Extending Editor Functionality
FAQ
编程
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
应用程序接口
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
Rendering-Related Classes
注意! 这个版本的文档是过时的,因为它描述了一个较老的SDK版本!请切换到最新SDK版本的文档。
注意! 这个版本的文档描述了一个不再受支持的旧SDK版本!请升级到最新的SDK版本。

Unigine::ObjectLandscapeTerrain Class

Header: #include <UnigineObjects.h>
Inherits: Object

ObjectLandscapeTerrain Class

Members


ObjectLandscapeTerrain ( ) #

The ObjectLandscapeTerrain constructor.

void setActiveTerrain ( bool enabled ) #

Sets a value indicating if the landscape terrain is active.

Arguments

  • bool enabled - true to set the landscape terrain as active, false - to set it as inactive.

bool isActiveTerrain ( ) #

Returns a value indicating if the landscape terrain is active.

Return value

true if the landscape terrain is active; otherwise, false.

void setCollisionBicubicFilter ( bool filter ) #

Sets a value indicating if height texture bicubic filtering is enabled for collision detection.

Arguments

  • bool filter - true to enable height texture bicubic filtering for collision detection, false - to disable it.

bool isCollisionBicubicFilter ( ) #

Returns a value indicating if height texture bicubic filtering is enabled for collision detection.

Return value

true if height texture bicubic filtering is enabled for collision detection; otherwise, false.

void setIntersectionBicubicFilterHeight ( bool height ) #

Sets a value indicating if height texture bicubic filtering is enabled for intersection detection.

Arguments

  • bool height - true to enable height texture bicubic filtering for intersection detection, false - to disable it.

bool isIntersectionBicubicFilterHeight ( ) #

Returns a value indicating if height texture bicubic filtering is enabled for intersection detection.

Return value

true if height texture bicubic filtering is enabled for intersection detection; otherwise, false.

void setIntersectionBicubicFilterNormal ( bool normal ) #

Sets a value indicating if normals texture bicubic filtering is enabled for intersection detection.

Arguments

  • bool normal - true to enable normals texture bicubic filtering for intersection detection, false - to disable it.

bool isIntersectionBicubicFilterNormal ( ) #

Returns a value indicating if normals texture bicubic filtering is enabled for intersection detection.

Return value

true if normals texture bicubic filtering is enabled for intersection detection; otherwise, false.

void setIntersectionPrecisionBegin ( float begin ) #

Sets a new start precision value to be used for intersection detection. Intersections are detected with a variable precision, starting from lower value and ending up with a higher one.
Notice
Normally there's no need to modify this value. In case of intersection detection errors you can try tweaking start and end precision values for optimum balance, but be careful as it may significantly affect performance and accuracy.

Arguments

  • float begin - Start precision for intersection detection as a fraction of maximum precision in the [0; 1] range. The default value is 0.5f. Maximum precision is determined by the Engine on the basis of the data of your Landscape Terrain.

float getIntersectionPrecisionBegin ( ) #

Returns the current start precision value used for intersection detection. Intersections are detected with a variable precision, starting from lower value and ending up with a higher one.
Notice
Normally there's no need to modify this value. In case of intersection detection errors you can try tweaking start and end precision values for optimum balance, but be careful as it may significantly affect performance and accuracy.

Return value

Start precision for intersection detection as a fraction of maximum precision in the [0; 1] range. The default value is 0.5f. Maximum precision is determined by the Engine on the basis of the data of your Landscape Terrain.

void setIntersectionPrecisionEnd ( float end ) #

Sets a new ending precision value to be used for intersection detection. Intersections are detected with a variable precision, starting from lower value and ending up with a higher one.
Notice
Normally there's no need to modify this value. In case of intersection detection errors you can try tweaking start and end precision values for optimum balance, but be careful as it may significantly affect performance and accuracy.

Arguments

  • float end - End precision for intersection detection as a fraction of maximum precision in the [0; 1] range. The default value is 1.0f. Maximum precision is determined by the Engine on the basis of the data of your Landscape Terrain.

float getIntersectionPrecisionEnd ( ) #

Returns the current end precision value used for intersection detection. Intersections are detected with a variable precision, starting from lower value and ending up with a higher one.
Notice
Normally there's no need to modify this value. In case of intersection detection errors you can try tweaking start and end precision values for optimum balance, but be careful as it may significantly affect performance and accuracy.

Return value

End precision for intersection detection as a fraction of maximum precision in the [0; 1] range. The default value is 1.0f. Maximum precision is determined by the Engine on the basis of the data of your Landscape Terrain.

int getNumDetailMasks ( ) #

Returns the total number of detail masks of the landscape terrain.

Return value

Total number of detail masks of the landscape terrain.

Ptr<TerrainDetailMask> getDetailMask ( int num ) #

Returns the detail mask by its index. The number of detail masks is fixed and is equal to 20.

Arguments

  • int num - Detail mask index in the [0; 19] range.

Return value

Detail mask having the specified index.

Ptr<TerrainDetailMask> getDetailMaskSortRender ( int num ) #

Returns the detail mask by its rendering order. The number of detail masks is fixed and is equal to 20, masks rendering order is back to front.

Arguments

  • int num - Detail mask rendering order, in the [0; 19] range.

Return value

Detail mask having the specified rendering order.

Ptr<TerrainDetailMask> findDetailMask ( const char * name ) #

Returns a child detail's number by its name. The search is performed among the immediate children only.

Arguments

  • const char * name - Detail mask name.

Return value

Detail mask having the specified name (if it exists); otherwise, nullptr.

void getDetailMasks ( const Vector< Ptr<TerrainDetailMask> > & masks ) #

Builds the list of all detail masks of the landscape terrain and puts them to the specified buffer. The number of detail masks is fixed and is equal to 20.

Arguments

  • const Vector< Ptr<TerrainDetailMask> > & masks - Buffer to which the list of detail masks it to be put.

void getDetailMasksSortRender ( const Vector< Ptr<TerrainDetailMask> > & masks ) #

Builds the list of all detail masks of the landscape terrain according to their rendering order (back to front) and puts them to the specified buffer. The number of detail masks is fixed and is equal to 20.

Arguments

  • const Vector< Ptr<TerrainDetailMask> > & masks - Buffer to which the list of detail masks it to be put.
Last update: 2019-12-25
Build: ()