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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

Event<> getEventProgress() const#

Event triggered when {event_description}. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).

Usage Example

Source code (C++)
// implement the Progress event handler
void progress_event_handler()
{
	Log::message("\Handling Progress event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections progress_event_connections;

// link to this instance when subscribing for an event (subscription for various events can be linked)
fieldshoreline->getEventProgress().connect(progress_event_connections, progress_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
fieldshoreline->getEventProgress().connect(progress_event_connections, []() { 
		Log::message("\Handling Progress event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
progress_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection progress_event_connection;

// subscribe for the Progress event with a handler function keeping the connection
fieldshoreline->getEventProgress().connect(progress_event_connection, progress_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
progress_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
progress_event_connection.setEnabled(true);

// ...

// remove subscription for the Progress event via the connection
progress_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A Progress event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling Progress event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
fieldshoreline->getEventProgress().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;

//////////////////////////////////////////////////////////////////////////////
//  4. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////

// subscribe for the Progress event with a handler function
fieldshoreline->getEventProgress().connect(progress_event_handler);


// remove subscription for the Progress event later by the handler function
fieldshoreline->getEventProgress().disconnect(progress_event_handler);


//////////////////////////////////////////////////////////////////////////////
//   5. Subscribe to an event saving an ID and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////

// define a connection ID to be used to unsubscribe later
EventConnectionId progress_handler_id;

// subscribe for the Progress event with a lambda handler function and keeping connection ID
progress_handler_id = fieldshoreline->getEventProgress().connect([]() { 
		Log::message("\Handling Progress event (lambda).\n");
	}
);

// remove the subscription later using the ID
fieldshoreline->getEventProgress().disconnect(progress_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   6. Ignoring all Progress events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
fieldshoreline->getEventProgress().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
fieldshoreline->getEventProgress().setEnabled(true);
Notice
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Return value

Current

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: 2023-12-20
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