Unigine::ObjectCloudLayer Class
Header: | #include <UnigineObjects.h> |
Inherits: | Object |
ObjectCloudLayer Class
Members
static ObjectCloudLayerPtr create ( ) #
Constructor. Creates a new empty cloud layer object with default properties.static int type ( ) #
Returns the type of the object.Return value
Object Cloud Layer type identifier.float getIntersectionThreshold ( ) #
Returns current intersection threshold value.Return value
Intersection threshold value.void setAnimationNoiseOffset ( const Math::vec4 & offset ) #
Sets a given noise animation offset value.Arguments
- const Math::vec4 & offset - Noise animation offset (a vec4 value, where X, Y, and Z components represent 3D noise texture offsets along the X-axis, Y-axis, and Z-axis respectively).
void setAnimationCoverageOffset ( const Math::vec4 & offset ) #
Sets a given coverage animation offset value.Arguments
- const Math::vec4 & offset - Coverage animation offset (a vec4 value, where X and Y components represent coverage texture offsets along the X-axis and Y-axis respectively).
Math::vec4 getAnimationNoiseOffset ( ) #
Returns current noise animation offset value.Return value
Noise animation offset (a vec4 value, where X, Y, and Z components represent 3D noise texture offsets along the X-axis, Y-axis, and Z-axis respectively).static Ptr<ObjectCloudLayer> cast ( const Ptr<Node> & node ) #
Casts an ObjectCloudLayer out of the Node instance.Arguments
- const Ptr<Node> & node - Pointer to Node.
Return value
Pointer to ObjectCloudLayer.float getIntersectionAccuracy ( ) #
Returns current intersection accuracy value.Return value
Intersection accuracy value.int getWorldIntersection ( const Math::Vec3 & wp0, const Math::Vec3 & wp1, Math::vec3 * ret_point, Math::vec3 * ret_normal, Math::vec4 * ret_texcoord ) #
Searches for intersections with a given line.Arguments
- const Math::Vec3 & wp0 - Line start point coordinates in the world space.
- const Math::Vec3 & wp1 - Line end point coordinates in the world space.
- Math::vec3 * ret_point - Intersection point coordinates.
- Math::vec3 * ret_normal - Normal vector of the intersection point.
- Math::vec4 * ret_texcoord - Texture coordinates of the intersection point (vec4, where X and Y components are used for the first (0) UV channel, and Z and W components - for the second (1) UV channel).
Return value
1 if intersections are found; otherwise, 0.void setIntersectionAccuracy ( float accuracy ) #
Sets a given intersection accuracy value.Arguments
- float accuracy - Intersection accuracy value.
void setIntersectionThreshold ( float threshold ) #
Sets a given intersection threshold value.Arguments
- float threshold - Intersection threshold value.
Math::vec4 getAnimationCoverageOffset ( ) #
Returns current coverage animation offset value.Return value
Coverage animation offset (a vec4 value, where X and Y components represent coverage texture offsets along the X-axis and Y-axis respectively, both Z and W components are 0).static Ptr<ObjectCloudLayer> cast ( const Ptr<Object> & base ) #
Casts an ObjectCloudLayer out of the Object instance.Arguments
- const Ptr<Object> & base - Pointer to Object.
Return value
Pointer to ObjectCloudLayer.Last update:
2019-08-16
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