Unigine::WorldClutter Class
Header: | #include <UnigineWorlds.h> |
Inherits from: | Node |
WorldClutter class allows to randomly position reference nodes according to the mask and using the specified seed. For each node a probability of appearing is set. All nodes in the world clutter are rendered visible only within a specified distance and then fade out. Just like the ObjectGrass, world clutter is rendered in cells.
There are two benefits of using WorldClutter:
- Instances of nodes that are currently outside the view frustum are not stored in the memory, which provides much more efficient memory usage.
- Less cluttered spatial tree, which allows, for example, faster collision detection.
You can use a mask to cut out clutter objects in the areas of intersection with other objects and decals (e.g. to remove vegetation under houses or from the surface of roads projected using decals).
See Also#
A UnigineScript API sample <UnigineSDK>/data/samples/worlds/clutter_01
WorldClutter Class
Members
void setCutoutInverse ( int inverse ) #
Arguments
- int inverse - The flag: 0 for rendering clutter objects outside the areas determined by the cutout intersection mask; 1 for rendering the clutter objects inside these areas.
int getCutoutInverse() const#
Return value
Current flag: 0 for rendering clutter objects outside the areas determined by the cutout intersection mask; 1 for rendering the clutter objects inside these areas.void setCutoutIntersectionMask ( int mask ) #
- for decals use getIntersectionMask()
- for objects use getIntersectionMask()
Arguments
- int mask - The mask - an integer, each bit of which is a mask.
int getCutoutIntersectionMask() const#
- for decals use getIntersectionMask()
- for objects use getIntersectionMask()
Return value
Current mask - an integer, each bit of which is a mask.void setMaskInverse ( int inverse ) #
Arguments
- int inverse - The flag: 0 for rendering reference nodes inside the mesh contour; 1 for rendering them outside.
int getMaskInverse() const#
Return value
Current flag: 0 for rendering reference nodes inside the mesh contour; 1 for rendering them outside.void setMaskMaxValue ( int value ) #
Arguments
- int value - The maximum mask value.
int getMaskMaxValue() const#
Return value
Current maximum mask value.void setMaskMinValue ( int value ) #
Arguments
- int value - The minimum mask value.
int getMaskMinValue() const#
Return value
Current minimum mask value.void setMaskFlipY ( int y ) #
Arguments
- int y - The positive value for flipping the mask; otherwise, 0.
int getMaskFlipY() const#
Return value
Current positive value for flipping the mask; otherwise, 0.void setMaskFlipX ( int x ) #
Arguments
- int x - The positive value for flipping the mask; otherwise, 0.
int getMaskFlipX() const#
Return value
Current positive value for flipping the mask; otherwise, 0.void setAngle ( float angle ) #
Arguments
- float angle - The slope angle cosine. The provided value is saturated in range [0;1].
float getAngle() const#
Return value
Current slope angle cosine. The provided value is saturated in range [0;1].void setThreshold ( float threshold ) #
Arguments
- float threshold - The density threshold. The provided value is saturated in range [0;1].
float getThreshold() const#
Return value
Current density threshold. The provided value is saturated in range [0;1].void setDensity ( float density ) #
Arguments
- float density - The density factor. If a negative value is provided, 0 will be used instead.
float getDensity() const#
Return value
Current density factor. If a negative value is provided, 0 will be used instead.void setStep ( float step ) #
Arguments
- float step - The step for clutter cells, in units.
float getStep() const#
Return value
Current step for clutter cells, in units.void setSizeY ( float y ) #
Arguments
- float y - The Y-coordinate width in units. If a negative value is provided, 0 is used instead.
float getSizeY() const#
Return value
Current Y-coordinate width in units. If a negative value is provided, 0 is used instead.void setSizeX ( float x ) #
Arguments
- float x - The X-coordinate width in units. If a negative value is provided, 0 is used instead.
float getSizeX() const#
Return value
Current X-coordinate width in units. If a negative value is provided, 0 is used instead.void setSpawnRate ( int rate ) #
Arguments
- int rate - The number of cells to be updated. If a non-positive value is provided, 1 is used instead.
int getSpawnRate() const#
Return value
Current number of cells to be updated. If a non-positive value is provided, 1 is used instead.void setFadeDistance ( float distance ) #
Arguments
- float distance - The distance in units. If a negative value is provided, 0 is used instead.
float getFadeDistance() const#
Return value
Current distance in units. If a negative value is provided, 0 is used instead.void setVisibleDistance ( float distance ) #
Arguments
- float distance - The distance in units. If a negative value is provided, 0 is used instead.
float getVisibleDistance() const#
Return value
Current distance in units. If a negative value is provided, 0 is used instead.void setIntersection ( int intersection ) #
Arguments
- int intersection - The flag: positive number - intersection enabled; 0 - disabled.
int getIntersection() const#
Return value
Current flag: positive number - intersection enabled; 0 - disabled.void setOrientation ( int orientation ) #
Arguments
- int orientation - The flag: positive number - orientation enabled; 0 - disabled.
int getOrientation() const#
Return value
Current flag: positive number - orientation enabled; 0 - disabled.int getNumReferences() const#
Return value
Current number of reference nodes.void setIntersectionMask ( int mask ) #
Arguments
- int mask - The intersection mask - an integer, each bit of which is a mask.
int getIntersectionMask() const#
Return value
Current intersection mask - an integer, each bit of which is a mask.static WorldClutterPtr create ( ) #
Constructor. Creates a world clutter with default properties.void invalidate ( ) #
Invalidates all world clutter cells. All invalidated cells will be regenerated.void invalidate ( const Math::WorldBoundBox & bounds ) #
Invalidates all world clutter cells within the area specified by the given bounding box. All invalidated cells will be regenerated.Arguments
- const Math::WorldBoundBox & bounds - Bounding box, defining the area, where world clutter cells will be regenerated.
int setMaskImage ( const Ptr<Image> & image, bool invalidate = 1 ) #
Sets an image (in R8 format) that defines the placement of meshes.Arguments
- const Ptr<Image> & image - Pointer to the image.
- bool invalidate - Invalidate flag. Set true to invalidate all world clutter cells; otherwise, set false. All invalidated cells will be regenerated.
Return value
1 if the mask image is successfully set; otherwise, 0.int getMaskImage ( const Ptr<Image> & image ) const#
Writes the image that is currently used as a mask for the placement of meshes into the given buffer.Arguments
Return value
1 if the mask image is successfully written into the buffer; otherwise, 0.void setMaskImageName ( const char * image_name, bool invalidate = 1 ) #
Sets the name of a new mask image (in R8 format) that defines the placement of meshes.Arguments
- const char * image_name - Name (path) of the mask image.
- bool invalidate - Invalidate flag. Set true to invalidate all world clutter cells; otherwise, set false. All invalidated cells will be regenerated.
const char * getMaskImageName ( ) const#
Returns the name of a mask image (in R8 format) that defines the placement of reference nodes.Return value
Name (path) of the mask image.int setMaskMesh ( const Ptr<Mesh> & mesh, bool invalidate = 1 ) #
Sets a mesh to be used as a mask on-the-fly. Limitations:- Before the method is called, another mesh must be set via setMaskMeshName() first.
- If the world is reloaded, the mesh set via setMaskMeshName() will be loaded.
- If the memory limit is exceeded, the new mesh might be replaced with the mesh set via setMaskMeshName().
Arguments
- const Ptr<Mesh> & mesh - Pointer to the mesh.
- bool invalidate - Invalidate flag. Set true to invalidate all world clutter cells; otherwise, set false. All invalidated cells will be regenerated.
Return value
1 if the mesh is set successfully; otherwise - 0.int getMaskMesh ( const Ptr<Mesh> & mesh ) const#
Copies the current mask mesh (if it exists) to the specified target mesh.Arguments
Return value
1 if mesh mask exists; otherwise - 0.void setMaskMeshName ( const char * mesh_name, bool invalidate = 1 ) #
Sets a mesh to be used as a mask for the world clutter. This mesh should be plane.Arguments
- const char * mesh_name - Path to the *.mesh file.
- bool invalidate - Invalidate flag. Set true to invalidate all world clutter cells; otherwise, set false. All invalidated cells will be regenerated.
const char * getMaskMeshName ( ) const#
Returns the name (path) of the current mesh used as a mask for the world clutter. This mesh should be plane.Return value
Path to the *.mesh file.void setMaxScale ( float mean, float spread ) #
Sets the scale for meshes in the areas with high density (according to the mask). With the minimum scale it is possible to automatically render, for example, big trees in the center of the forest. A spread value enables to control the range of scales relative to the mean value.Arguments
- float mean - Scale mean value.
- float spread - Maximum spread value to randomly upscale or downscale objects.
float getMaxScaleMean ( ) const#
Returns the scale mean value for meshes in the areas with high density (according to the mask).Return value
Scale mean value.float getMaxScaleSpread ( ) const#
Returns the scale spread value that controls the range of mesh scales in the areas with high density (according to the mask).Return value
Scale spread value.void setMinScale ( float mean, float spread ) #
Sets the scale for meshes in the areas with low density (according to the mask). With the minimum scale it is possible to automatically render, for example, small trees at the forest border. A spread value allows to control the range of scales relative to the mean value.Arguments
- float mean - Scale mean value.
- float spread - Maximum spread value to randomly upscale or downscale objects.
float getMinScaleMean ( ) const#
Returns the scale mean value for meshes in the areas with low density (according to the mask).Return value
Scale mean value.float getMinScaleSpread ( ) const#
Returns the scale spread value that controls the range of mesh scales in the areas with low density (according to the mask).Return value
Scale spread value.void setNodesRotation ( const Math::vec3 & mean, const Math::vec3 & spread ) #
Sets the rotation of reference nodes along X, Y and Z axes.Arguments
- const Math::vec3 & mean - Mean values of rotation angles in degrees.
- const Math::vec3 & spread - Spread values of rotation angles in degrees.
Math::vec3 getNodesRotationMean ( ) const#
Returns the mean value of reference nodes rotation along X, Y and Z axes.Return value
Mean values of rotation angles in degrees.Math::vec3 getNodesRotationSpread ( ) const#
Returns the spread value of reference nodes rotation along X, Y and Z axes.Return value
Spread values of rotation angles in degrees.void setOffset ( float mean, float spread ) #
Sets the vertical offset that determines the placement of reference nodes above or below the surface.Arguments
- float mean - Mean value of the offset in units.
- float spread - Spread value of the offset in units.
float getOffsetMean ( ) const#
Returns the current mean value of the vertical offset that determines the placement of reference nodes above or below the surface.Return value
Mean value of the offset in units.float getOffsetSpread ( ) const#
Returns the current spread value of the vertical offset that determines the placement of reference nodes above or below the surface.Return value
Spread value of the offset in units.void setReferenceName ( int num, const char * name ) #
Sets the name of the specified reference node contained in the world clutter.Arguments
- int num - The number of the reference node.
- const char * name - Name to be updated.
const char * getReferenceName ( int num ) const#
Returns the name of the reference node contained in the world clutter.Arguments
- int num - The number of the reference node among contained in the world clutter.
Return value
Name of the reference node.void setReferenceProbability ( int num, float probability ) #
Sets the probability of the occurrence of the specified node reference.Arguments
- int num - The number of the reference node.
- float probability - Probability factor. The provided value is saturated in range [0;1].
float getReferenceProbability ( int num ) const#
Returns the probability of the occurrence of the specified node reference.Arguments
- int num - The number of the reference node.
Return value
Probability factor.void setSeed ( int seed ) #
Sets the seed for pseudo-random positioning of reference nodes.Arguments
- int seed - Number used to initialize a pseudo-random sequence. If a negative value is provided, 0 will be used instead.
int addReference ( const char * name ) #
Adds a new reference node to the world clutter.Arguments
- const char * name - Name of the reference node.
Return value
The number of added reference node.void removeReference ( int num ) #
Removes the specified reference node from the world clutter.Arguments
- int num - The number of the reference node.
static int type ( ) #
Returns the type of the node.Return value
World type identifier.void clearReferences ( ) #
Deletes all reference nodes from the world clutter.bool saveStateReferences ( const Ptr<Stream> & stream ) const#
Saves the state of all reference nodes from the world clutter to the specified stream.Example using saveStateReferences() and restoreStateReferences() methods:
// initialize a node and set its state
WorldClutterPtr worldClutter = WorldClutter::create();
worldClutter->setSizeX(500.0f);
worldClutter->setSizeY(500.0f);
// save state
BlobPtr blob_state = Blob::create();
worldClutter->saveStateReferences(blob_state);
// change state
worldClutter->setSizeY(700.0f);
// restore state
blob_state->seekSet(0); // returning the carriage to the start of the blob
worldClutter->restoreStateReferences(blob_state);
Arguments
Return value
true if the states of all reference nodes from the world clutter were successfully saved to the specified stream; otherwise, false.bool restoreStateReferences ( const Ptr<Stream> & stream ) #
Restores the state of all reference nodes from the world clutter from the specified stream.Example using saveStateReferences() and restoreStateReferences() methods:
// initialize a node and set its state
WorldClutterPtr worldClutter = WorldClutter::create();
worldClutter->setSizeX(500.0f);
worldClutter->setSizeY(500.0f);
// save state
BlobPtr blob_state = Blob::create();
worldClutter->saveStateReferences(blob_state);
// change state
worldClutter->setSizeY(700.0f);
// restore state
blob_state->seekSet(0); // returning the carriage to the start of the blob
worldClutter->restoreStateReferences(blob_state);