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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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

IG::Water Class

Warning
The functionality described in this article is not available in the Community SDK edition.
You should upgrade to Sim SDK edition to use it.
Header: #include <UnigineIG.h>

Water Class

Members


void setWaterNode ( const ObjectWaterGlobalPtr & value ) #

Sets the Water Global object to be used.
Notice
The Water Global object is automatically found at the start of the project. Use this method only for dynamically created Water Global object.

Arguments

const ObjectWaterGlobalPtr & getWater ( ) #

Returns the currently used Water Global object.

Return value

Water Global object.

void setHeigt ( double value ) #

Sets the height of the sea level in world coordinates.

Arguments

  • double value - Sea level height, in units.

void setWaveParams ( int height, float direction ) #

Sets the wave parameters: Beaufort scale and direction.
Notice
Beaufort scale is switched immediately. Therefore, be careful when switching from big to low values.

Arguments

  • int height - Beaufort value from 0 to 12.
  • float direction - Angle relative to North.

void setClarity ( float value ) #

Sets clarity of water.

Arguments

  • float value - Water clarity from 0 (unclear) to 1 (clear).

float getClarity ( ) #

Returns clarity of water.

Return value

Water clarity from 0 to 1.

void setShorelineUpdate ( bool enable ) #

Toggles the shoreline update on and off.
Notice
By default, the shoreline update is disabled. Toggling it on may cause spikes when the sea level changes, therefore, use carefully.

Arguments

  • bool enable - 1 to enable Shoreline update, 0 to disable.

void updateShoreline ( ) #

Forced shoreline update.
Last update: 2020-11-24
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