Unigine::LandscapeImages Class
Header: | #include <UnigineObjects.h> |
This class is used to manage a fragment of terrain data on the CPU side (e.g. modify heights, albedo, or masks, etc.). Actually it represents a data container for a fragment of terrain area of the specified resolution. This class can be used, for example, when implementing CPU-based brushes.
LandscapeImages Class
Members
Ptr<LandscapeImages> LandscapeImages ( const Math::ivec2 & resolution ) #
Creates a new LandscapeImages object to store the data for a terrain area of the specified resolution.Arguments
- const Math::ivec2 & resolution - Two-component vector containing image resolution along X and Y axes.
Return value
LandscapeImages instance - a data container for a terrain area of the specified size.Ptr<Image> getHeight ( ) #
Returns height data as an image.Return value
Image (R32F) containing height data.Ptr<Image> getAlbedo ( ) #
Returns albedo data as an RGBA8 image. Opacity data is stored in the alpha-channel.Return value
Image (RGBA8) containing albedo data.Ptr<Image> getMask ( int num ) #
Returns mask data as an RGBA8 image.Each detail mask can be represented by a single-channel image. For optimization purposes detail mask data is stored in blocks - RGBA8 images (each containing 4 masks, one mask per each channel). There are 5 blocks, as the terrain has 20 detail masks available. Thus, the data of the 9th detail mask shall be stored in the R-channel of the third block (index = 2).
Arguments
- int num - Masks data block index.
Return value
Image (RGBA8) containing mask data.Ptr<Image> getOpacityHeight ( ) #
Returns opacity information for height data as an R32F image.Return value
Image (R32F) containing opacity information for height data.Ptr<Image> getOpacityMask ( int num ) #
Returns opacity information for mask data as an RGBA8 image.Each mask can be represented by a single-channel image. For optimization purposes opacity information for mask data is stored in blocks - RGBA8 images (each containing 4 masks, one mask per each channel). There are 5 blocks, as the terrain has 20 detail masks available. Thus, the data of the 9th detail mask shall be stored in the R-channel of the third block (index = 2).
Arguments
- int num - Masks data block index.
Return value
Image (RGBA8) containing opacity information for mask data.Ptr<Image> get ( int type ) #
Returns the image of the specified type.Arguments
- int type - Landscape map data type identifier. One of the LANDSCAPE_TYPE_FILE_DATA_* values.
Return value
Image of the specified type.Math::ivec2 getResolution ( ) #
Returns the current image resolution.Return value
Two-component vector containing image resolution along X and Y axes.void resize ( Math::ivec2 new_resolution ) #
Sets a new image resolution.Arguments
- Math::ivec2 new_resolution - Two-component vector containing new image resolution along X and Y axes to be set.
Ptr<LandscapeImages> copy ( const Ptr<LandscapeImages> & image ) #
Copies this LandscapeImages buffer to the specified one (all data layers).Arguments
- const Ptr<LandscapeImages> & image - Destination LandscapeImages buffer to which this one is to be copied.
Return value
Destination LandscapeImages buffer.Ptr<LandscapeImages> clone ( ) #
Clones the LandscapeImages buffer (all data layers).Return value
Cloned LandscapeImages buffer.Last update:
2023-06-23
Help improve this article
Was this article helpful?
(or select a word/phrase and press Ctrl+Enter)