Unigine::ObjectCloudLayer Class
Header: | #include <UnigineObjects.h> |
Inherits from: | Object |
ObjectCloudLayer Class
Members
static ObjectCloudLayerPtr create ( ) #
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 ( ) const#
Returns current intersection threshold value.Return value
Intersection threshold value.void setAnimationNoiseOffset ( const Math::vec4 & offset ) #
Sets a given noise animation offset value.Arguments
- const Math::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 ( const Math::vec4 & offset ) #
Sets a given coverage animation offset value.Arguments
- const Math::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).
Math::vec4 getAnimationNoiseOffset ( ) const#
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 ( ) const#
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.
Math::vec4 getAnimationCoverageOffset ( ) const#
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).void refreshCloudsRegionMask ( ) #
float getDensity ( const Math::Vec3& world_point ) const#
Arguments
- const Math::Vec3& world_point
Last update:
2022-03-10
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