This page has been translated automatically.
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

ObjectCloudLayer Class

Warning
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScipt (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.
Inherits: Object

This class is used to create cloud layers.

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: 2020-07-31
Build: ()