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Unigine::LandscapeMapFileCompression Class

Header: #include <UnigineObjects.h>

Landscape Map File Compression class is used to compress and decompress .lmap file data using Zlib, LZ4, or Unigine's compression algorithm. The latter provides better compression results for 2D and 3D textures than LZ4 and Zlib without quality reduction.

LandscapeMapFileCompression Class

Members

bool isCompressing() const#

Returns the current value indicating if the compression is in progress.

Return value

true if the compression is running; otherwise false.

bool isDecompressing() const#

Returns the current value indicating if the decompression is in progress.

Return value

true if the decompression is running; otherwise false.

int getProgress() const#

Returns the current landscape map file compression progress.

Return value

Current landscape map file compression progress (percentage).

void setHeightCompressor ( Landscape::COMPRESSOR_TYPE compressor ) #

Sets a new type of the compressor used for height data compression.

Arguments


Landscape::COMPRESSOR_TYPE getHeightCompressor() const#

Returns the current type of the compressor used for height data compression.

Return value

Current compression method used for the layer map.

void setAlbedoCompressor ( Landscape::COMPRESSOR_TYPE compressor ) #

Sets a new type of the compressor used for albedo data compression.

Arguments


Landscape::COMPRESSOR_TYPE getAlbedoCompressor() const#

Returns the current type of the compressor used for albedo data compression.

Return value

Current compression method used for the layer map.

void setOpacityHeightCompressor ( Landscape::COMPRESSOR_TYPE compressor ) #

Sets a new type of the compressor used for compression of the opacity height data.

Arguments


Landscape::COMPRESSOR_TYPE getOpacityHeightCompressor() const#

Returns the current type of the compressor used for compression of the opacity height data.

Return value

Current compression method used for the layer map.

void setEnabledAlbedoTextureCompression ( bool compression ) #

Sets a new value indicating if the compression of the albedo texture enabled.

Arguments

  • bool compression - Set true to enable the albedo texture compression; false - to disable it.

bool isEnabledAlbedoTextureCompression() const#

Returns the current value indicating if the compression of the albedo texture enabled.

Return value

true if the albedo texture compression is enabled; otherwise false.

void setEnabledOpacityHeightTextureCompression ( bool compression ) #

Sets a new value indicating if the compression of the opacity height texture enabled.

Arguments

  • bool compression - Set true to enable the opacity height texture compression; false - to disable it.

bool isEnabledOpacityHeightTextureCompression() const#

Returns the current value indicating if the compression of the opacity height texture enabled.

Return value

true if the opacity height texture compression is enabled; otherwise false.

UGUID getGUID() const#

Returns the current GUID of the .lmap file containing landscape map data.

Return value

Current GUID of the .lmap file containing landscape map data.

void setCacheDirectory ( const char * directory ) #

Sets a new path to the directory that is used to store the cache. By default the cache is located in the same place where the UnigineEditor's cache is (you can find it in the UnigineEditor Settings tab). If there is not enough memory, you can use another disk. A full copy of the current terrain will be temporarily stored in the cache directory, so you should take this into account when estimating the cache size. SSD is recommended for fast data copying.

Arguments

  • const char * directory - The path to the directory that stores the cache.

const char * getCacheDirectory() const#

Returns the current path to the directory that is used to store the cache. By default the cache is located in the same place where the UnigineEditor's cache is (you can find it in the UnigineEditor Settings tab). If there is not enough memory, you can use another disk. A full copy of the current terrain will be temporarily stored in the cache directory, so you should take this into account when estimating the cache size. SSD is recommended for fast data copying.

Return value

Current path to the directory that stores the cache.

Event<const Ptr<LandscapeMapFileCompression> &> getEventEnd() 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).
Notice
For more details see the Event Handling article.
The event handler signature is as follows: myhandler(const Ptr<LandscapeMapFileCompression> & compression)

Usage Example

Source code (C++)
// implement the End event handler
void end_event_handler(const Ptr<LandscapeMapFileCompression> & compression)
{
	Log::message("\Handling End 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 end_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
publisher->getEventEnd().connect(end_event_connections, end_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
publisher->getEventEnd().connect(end_event_connections, [](const Ptr<LandscapeMapFileCompression> & compression) { 
		Log::message("\Handling End event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
end_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 end_event_connection;

// subscribe to the End event with a handler function keeping the connection
publisher->getEventEnd().connect(end_event_connection, end_event_handler);

// ...

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

// ... actions to be performed

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

// ...

// remove subscription to the End event via the connection
end_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 End event handler implemented as a class member
	void event_handler(const Ptr<LandscapeMapFileCompression> & compression)
	{
		Log::message("\Handling End event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
publisher->getEventEnd().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 to the End event with a handler function
publisher->getEventEnd().connect(end_event_handler);


// remove subscription to the End event later by the handler function
publisher->getEventEnd().disconnect(end_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 end_handler_id;

// subscribe to the End event with a lambda handler function and keeping connection ID
end_handler_id = publisher->getEventEnd().connect([](const Ptr<LandscapeMapFileCompression> & compression) { 
		Log::message("\Handling End event (lambda).\n");
	}
);

// remove the subscription later using the ID
publisher->getEventEnd().disconnect(end_handler_id);


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

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

// ... actions to be performed

// and enable it back when necessary
publisher->getEventEnd().setEnabled(true);

Return value

Event reference.

Event<const Ptr<LandscapeMapFileCompression> &> 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).
Notice
For more details see the Event Handling article.
The event handler signature is as follows: myhandler(const Ptr<LandscapeMapFileCompression> & compression)

Usage Example

Source code (C++)
// implement the Progress event handler
void progress_event_handler(const Ptr<LandscapeMapFileCompression> & compression)
{
	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 to an event (subscription to various events can be linked)
publisher->getEventProgress().connect(progress_event_connections, progress_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
publisher->getEventProgress().connect(progress_event_connections, [](const Ptr<LandscapeMapFileCompression> & compression) { 
		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 to the Progress event with a handler function keeping the connection
publisher->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 to 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(const Ptr<LandscapeMapFileCompression> & compression)
	{
		Log::message("\Handling Progress event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
publisher->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 to the Progress event with a handler function
publisher->getEventProgress().connect(progress_event_handler);


// remove subscription to the Progress event later by the handler function
publisher->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 to the Progress event with a lambda handler function and keeping connection ID
progress_handler_id = publisher->getEventProgress().connect([](const Ptr<LandscapeMapFileCompression> & compression) { 
		Log::message("\Handling Progress event (lambda).\n");
	}
);

// remove the subscription later using the ID
publisher->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
publisher->getEventProgress().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
publisher->getEventProgress().setEnabled(true);

Return value

Event reference.

Event<const Ptr<LandscapeMapFileCompression> &> getEventBegin() 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).
Notice
For more details see the Event Handling article.
The event handler signature is as follows: myhandler(const Ptr<LandscapeMapFileCompression> & compression)

Usage Example

Source code (C++)
// implement the Begin event handler
void begin_event_handler(const Ptr<LandscapeMapFileCompression> & compression)
{
	Log::message("\Handling Begin 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 begin_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
publisher->getEventBegin().connect(begin_event_connections, begin_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
publisher->getEventBegin().connect(begin_event_connections, [](const Ptr<LandscapeMapFileCompression> & compression) { 
		Log::message("\Handling Begin event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
begin_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 begin_event_connection;

// subscribe to the Begin event with a handler function keeping the connection
publisher->getEventBegin().connect(begin_event_connection, begin_event_handler);

// ...

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

// ... actions to be performed

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

// ...

// remove subscription to the Begin event via the connection
begin_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 Begin event handler implemented as a class member
	void event_handler(const Ptr<LandscapeMapFileCompression> & compression)
	{
		Log::message("\Handling Begin event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
publisher->getEventBegin().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 to the Begin event with a handler function
publisher->getEventBegin().connect(begin_event_handler);


// remove subscription to the Begin event later by the handler function
publisher->getEventBegin().disconnect(begin_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 begin_handler_id;

// subscribe to the Begin event with a lambda handler function and keeping connection ID
begin_handler_id = publisher->getEventBegin().connect([](const Ptr<LandscapeMapFileCompression> & compression) { 
		Log::message("\Handling Begin event (lambda).\n");
	}
);

// remove the subscription later using the ID
publisher->getEventBegin().disconnect(begin_handler_id);


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

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

// ... actions to be performed

// and enable it back when necessary
publisher->getEventBegin().setEnabled(true);

Return value

Event reference.

LandscapeMapFileCompression ( ) #

Constructor.

bool compress ( bool is_safe ) #

Starts the landscape map file compression process.

Arguments

  • bool is_safe - true to make the Engine automatically call filesClose()/fileOpen() methods when performing operations (before modifying an .lmap file the Engine should release files via filesClose(), while after modification fileOpen() should be called), false — to call filesClose()/fileOpen() methods manually.

    The Landscape class has two overloads for the filesClose() method:

    • filesClose() — to be called in case of moving an .lmap file (no data reloading is performed as the file itself was not modified — saves time on reloading data)
    • filesClose(reload_files) — to be called in case of deleting or modifying an .lmap file.
    Notice
    When is_safe = true the Engine shall always call filesClose(reload_files) with complete data reloading.

Return value

true if the compression operation is successful; otherwise, false.

bool decompress ( bool is_safe ) #

Starts the landscape map file decompression process.

Arguments

  • bool is_safe - true to make the Engine automatically call filesClose()/fileOpen() methods when performing operations (before modifying an .lmap file the Engine should release files via filesClose(), while after modification fileOpen() should be called), false — to call filesClose()/fileOpen() methods manually.

    The Landscape class has two overloads for the filesClose() method:

    • filesClose() — to be called in case of moving an .lmap file (no data reloading is performed as the file itself was not modified — saves time on reloading data)
    • filesClose(reload_files) — to be called in case of deleting or modifying an .lmap file.
    Notice
    When is_safe = true the Engine shall always call filesClose(reload_files) with complete data reloading.

Return value

true if the decompression operation is successful; otherwise, false.

void stop ( ) #

Stops the landscape map file compression/decompression process.

void setMaskCompressor ( int mask, Landscape::COMPRESSOR_TYPE compressor_type ) #

Sets the type of the compressor used for the specified mask.

Arguments

  • int mask - Mask number.
  • Landscape::COMPRESSOR_TYPE compressor_type - Compressor type:
    • 0 – None
    • 1 – Our Method
    • 2 – LZ4
    • 3 – Zlib

void setMaskOpacityCompressor ( int mask, Landscape::COMPRESSOR_TYPE compressor_type ) #

Sets the type of the compressor used for the opacity data of the specified mask.

Arguments

  • int mask - Mask number.
  • Landscape::COMPRESSOR_TYPE compressor_type - Compressor type:
    • 0 – None
    • 1 – Our Method
    • 2 – LZ4
    • 3 – Zlib

void setCompressorAll ( Landscape::COMPRESSOR_TYPE compressor_type ) #

Sets the type of the compressor used to compress all data.

Arguments

int getMaskCompressor ( int mask ) #

Returns the current type of the compressor used for the specified mask.

Arguments

  • int mask - Mask number.

Return value

Compressor type:
  • 0 – None
  • 1 – Our Method
  • 2 – LZ4
  • 3 – Zlib

int getMaskOpacityCompressor ( int mask ) #

Returns the current type of the compressor used for the opacity data of the specified mask.

Arguments

  • int mask - Mask number.

Return value

Compressor type:
  • 0 – None
  • 1 – Our Method
  • 2 – LZ4
  • 3 – Zlib

void setEnabledMaskTextureCompression ( int mask, bool enable ) #

Enables or disables compression of the specified mask texture.

Arguments

  • int mask - Mask number.
  • bool enable - true to enable the mask texture compression; otherwise, false.

void setEnabledMaskOpacityTextureCompression ( int mask, bool enable ) #

Enables or disables compression of the specified mask opacity texture.

Arguments

  • int mask - Mask number.
  • bool enable - true to enable the compression of the mask opacity texture; otherwise, false.

bool isEnabledMaskTextureCompression ( int mask ) #

Returns a value undicating if the mask texture compression is enabled.

Arguments

  • int mask - Mask number.

Return value

true if the mask texture compression is enabled; otherwise, false.

bool isEnabledMaskOpacityTextureCompression ( int mask ) #

Returns the value indicating if the compression of the mask opacity texture is enabled.

Arguments

  • int mask - Mask number.

Return value

true if the mask opacity texture compression is enabled; otherwise, false.
Last update: 2024-04-19
Build: ()