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Unigine.FieldShoreline Class

Inherits: Field

This class is used to create and modify a field shoreline. The field is applied to global water and helps to create swashes near the shores and applies the wetness effect on objects near the shoreline.

Notice
A field shoreline object will affect water only if the FieldShoreline interaction option is enabled on the States tab of the water_global_base material.

Creating a Shoreline Field

Notice
When creating a FieldShoreline object you should specify a shoreline texture for as this object doesn't have any default texture.
Source code (C#)
// create a new instance of the FieldShoreline class and set its transformation
FieldShoreline shoreline = new FieldShoreline();
shoreline.setTransform(Mat4(1));
// set the size of the field 
shoreline.setSize(vec3(4096.0f, 4096.0f, 512.0f));
// set the path to the shoreline texture
shoreline.setTexturePath("unigine_project/textures/shorelines/shoreline_0.dds");

FieldShoreline Class

Properties

Texture Texture#

The shoreline texture (from gpu) and saves it into the given texture instance.
set
Sets the given texture from the Texture instance for the FieldShoreline.
set value - Texture instance.

string TexturePath#

The path to the fieldshoreline's shoreline texture.
set
Sets the path to the FieldShoreline's shoreline texture.
set value - Path to the shoreline texture.

vec3 Size#

The vec3 size vector of the fieldshoreline.

The default value is (512.0f, 512.0f, 512.0f).

set
Sets the vec3 size vector of the FieldShoreline.

The default value is (512.0f, 512.0f, 512.0f).

set value - Size vector (x,y,z), where:
  • x value is length of the FieldShoreline along X axis (in units),
  • y value is length of the FieldShoreline along Y axis (in units),
  • z value is length of the FieldShoreline along Z axis (in units).

Members


static FieldShoreline ( ) #

Default constructor. Creates a FieldShoreline instance with the default size vec3(512.0f, 512.0f, 512.0f).
Notice
By default, a shoreline texture is empty. Specify it after creating the FieldShoreline by using an appropriate function.

int BakeWaterLevel ( Image image ) #

Bakes shoreline for the current water level of the global water object and puts it to the specified image. This method generates a shoreline texture by finding intersections of the Global Water object with terrains (Landscape Terrain and Terrain Global)

Arguments

  • Image image - Image instance to which the shoreline for the current water level is to be baked.

Return value

1 if the shoreline is baked successfully; otherwise, 0.

int SetTextureImage ( Image image ) #

Sets the given image as the shoreline texture of the FieldShoreline.

Arguments

  • Image image - Image instance with a shoreline texture for the FieldShoreline.

int GetTextureImage ( Image image ) #

Grabs the texture for the FieldShoreline (already loaded to GPU) and saves it into the given Image instance.

Arguments

  • Image image - Image instance into which the texture will be saved.

Return value

1 if the texture has been grabbed successfully; otherwise, 0.

int CreateShorelineDistanceField ( Image image, int shoreline_radius, int blur_radius, int downsample_resolution ) #

Creates a shoreline distance field with the specified parameters and puts it to the specified Image.
Source code
float shoreline_radius = 64;
int blur_radius = 8;
int downsample_resolution = 128;
Image distance_field = new Image();
field.createShorelineDistanceField(distance_field,shoreline_radius,blur_radius,downsample_resolution);

Arguments

  • Image image - Image to which the shoreline distance field will be put.
  • int shoreline_radius - Radius of the shoreline.
  • int blur_radius - Radius of the blurred area.
  • int downsample_resolution - Shoreline resolution.

Return value

1 if the field was created successfully; otherwise, 0.

static int type ( ) #

Returns the type of the object.

Return value

FieldShoreline type identifier.
Last update: 2020-11-24
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