ObjectCloudLayer Class
UnigineScript is deprecated and will be removed in future releases. Please consider using C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScipt is not guaranteed, as the current level of support assumes only fixing critical issues.
Inherits: | Object |
ObjectCloudLayer Class
Members
static ObjectCloudLayer ( ) #
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 ( vec4 offset ) #
Sets a given noise animation offset value.Arguments
- 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 ( vec4 offset ) #
Sets a given coverage animation offset value.Arguments
- 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).
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).float getIntersectionAccuracy ( ) #
Returns current intersection accuracy value.Return value
Intersection accuracy value.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.
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).Last update:
2020-04-10
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