Unigine.ObjectLandscapeTerrain Class
Inherits: | Object |
ObjectLandscapeTerrain Class
Properties
bool IsCollisionBicubicFilter#
Returns a value indicating if height texture bicubic filtering is enabled for collision detection.
set
Sets a value indicating if height texture bicubic filtering is enabled for collision detection.
set value -
true to enable height texture bicubic filtering for collision detection, false - to disable it.
bool IsIntersectionBicubicFilterHeight#
Returns a value indicating if height texture bicubic filtering is enabled for intersection detection.
set
Sets a value indicating if height texture bicubic filtering is enabled for intersection detection.
set value -
true to enable height texture bicubic filtering for intersection detection, false - to disable it.
bool IsIntersectionBicubicFilterNormal#
Returns a value indicating if normals texture bicubic filtering is enabled for intersection detection.
set
Sets a value indicating if normals texture bicubic filtering is enabled for intersection detection.
set value -
true to enable normals texture bicubic filtering for intersection detection, false - to disable it.
float IntersectionPrecisionBegin#
Returns the current start precision value used for intersection detection. Intersections are detected with a variable precision, starting from lower value and ending up with a higher one.
Normally there's no need to modify this value. In case of intersection detection errors you can try tweaking start and end precision values for optimum balance, but be careful as it may significantly affect performance and accuracy.
set
Sets a new start precision value to be used for intersection detection. Intersections are detected with a variable precision, starting from lower value and ending up with a higher one.
Normally there's no need to modify this value. In case of intersection detection errors you can try tweaking start and end precision values for optimum balance, but be careful as it may significantly affect performance and accuracy.
set value -
Start precision for intersection detection as a fraction of maximum precision in the [0; 1] range. The default value is 0.5f. Maximum precision is determined by the Engine on the basis of the data of your Landscape Terrain.
float IntersectionPrecisionEnd#
Returns the current end precision value used for intersection detection. Intersections are detected with a variable precision, starting from lower value and ending up with a higher one.
Normally there's no need to modify this value. In case of intersection detection errors you can try tweaking start and end precision values for optimum balance, but be careful as it may significantly affect performance and accuracy.
set
Sets a new ending precision value to be used for intersection detection. Intersections are detected with a variable precision, starting from lower value and ending up with a higher one.
Normally there's no need to modify this value. In case of intersection detection errors you can try tweaking start and end precision values for optimum balance, but be careful as it may significantly affect performance and accuracy.
set value -
End precision for intersection detection as a fraction of maximum precision in the [0; 1] range. The default value is 1.0f. Maximum precision is determined by the Engine on the basis of the data of your Landscape Terrain.
int NumDetailMasks#
The total number of detail masks of the landscape terrain.
bool IsActiveTerrain#
A value indicating if the landscape terrain is active.
set
Sets a value indicating if the landscape terrain is active.
set value -
true to set the landscape terrain as active, false - to set it as inactive.
Members
ObjectLandscapeTerrain ( ) #
The ObjectLandscapeTerrain constructor.TerrainDetailMask GetDetailMask ( int num ) #
Returns the detail mask by its index. The number of detail masks is fixed and is equal to 20.Arguments
- int num - Detail mask index in the [0; 19] range.
Return value
Detail mask having the specified index.TerrainDetailMask GetDetailMaskSortRender ( int num ) #
Returns the detail mask by its rendering order. The number of detail masks is fixed and is equal to 20, masks rendering order is back to front.Arguments
- int num - Detail mask rendering order, in the [0; 19] range.
Return value
Detail mask having the specified rendering order.TerrainDetailMask FindChild ( string name ) #
Returns a child detail's number by its name. The search is performed among the immediate children only.Arguments
- string name - Detail mask name.
Return value
Detail mask having the specified name (if it exists); otherwise, nullptr.void GetDetailMasks ( TerrainDetailMask[] masks ) #
Builds the list of all detail masks of the landscape terrain and puts them to the specified buffer. The number of detail masks is fixed and is equal to 20.Arguments
- TerrainDetailMask[] masks - Buffer to which the list of detail masks it to be put.
void GetDetailMasksSortRender ( TerrainDetailMask[] masks ) #
Builds the list of all detail masks of the landscape terrain according to their rendering order (back to front) and puts them to the specified buffer. The number of detail masks is fixed and is equal to 20.Arguments
- TerrainDetailMask[] masks - Buffer to which the list of detail masks it to be put.
Last update:
2020-04-10
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