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Unigine::FieldShoreline Class

Header: #include <UnigineFields.h>
Inherits from: 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
FieldShorelinePtr shoreline = FieldShoreline::create();
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

Members


static FieldShorelinePtr create ( ) #

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 ( const Ptr<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

  • const Ptr<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.

void setTexture ( const Ptr<Texture> & texture ) #

Sets the given texture from the Texture instance for the FieldShoreline.

Arguments

Ptr<Texture> getTexture ( ) const#

Returns the shoreline texture (from GPU) and saves it into the given Texture instance.

Return value

Shoreline texture.

int setTextureImage ( const Ptr<Image> & image ) #

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

Arguments

  • const Ptr<Image> & image - Image instance with a shoreline texture for the FieldShoreline.

int getTextureImage ( const Ptr<Image> & image ) const#

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

Arguments

  • const Ptr<Image> & image - Image instance into which the texture will be saved.

Return value

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

void setTexturePath ( const char * path ) #

Sets the path to the FieldShoreline's shoreline texture.

Arguments

  • const char * path - Path to the shoreline texture.

const char * getTexturePath ( ) const#

Returns the path to the FieldShoreline's shoreline texture.

Return value

Path to the shoreline texture.

void setSize ( const Math::vec3 & size ) #

Sets the vec3 size vector of the FieldShoreline.

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

Arguments

  • const Math::vec3 & size - 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).

Math::vec3 getSize ( ) const#

Returns the vec3 size vector of the FieldShoreline.

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

Return 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).

int createShorelineDistanceField ( const Ptr<Texture> & texture, 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;
Texture distance_field = new Texture();
field.createShorelineDistanceField(distance_field,shoreline_radius,blur_radius,downsample_resolution);

Arguments

  • const Ptr<Texture> & texture - Texture 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: 2023-06-23
Build: ()