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 This version of documentation is OUTDATED, as it describes an older SDK version!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

LandscapeImages 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 UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.

This class is used to manage a fragment of terrain data on the CPU side (e.g. modify heights, albedo, or masks, etc.). Actually it represents a data container for a fragment of terrain area of the specified resolution. This class can be used, for example, when implementing CPU-based brushes.

LandscapeImages Class

Members


LandscapeImages create ( ivec2 resolution ) #

Creates a new LandscapeImages object to store the data for a terrain area of the specified resolution.

Arguments

  • ivec2 resolution - Two-component vector containing image resolution along X and Y axes.

Return value

LandscapeImages instance - a data container for a terrain area of the specified size.

Image getHeight ( ) #

Returns height data as an image.

Return value

Image (R32F) containing height data.

Image getAlbedo ( ) #

Returns albedo data as an RGBA8 image. Opacity data is stored in the alpha-channel.

Return value

Image (RGBA8) containing albedo data.

Image getMask ( int num ) #

Returns mask data as an RGBA8 image.
Notice
Each detail mask can be represented by a single-channel image. For optimization purposes detail mask data is stored in blocks - RGBA8 images (each containing 4 masks, one mask per each channel). There are 5 blocks, as the terrain has 20 detail masks available. Thus, the data of the 9th detail mask shall be stored in the R-channel of the third block (index = 2).

Arguments

  • int num - Masks data block index.

Return value

Image (RGBA8) containing mask data.

Image getOpacityHeight ( ) #

Returns opacity information for height data as an R32F image.

Return value

Image (R32F) containing opacity information for height data.

Image getOpacityMask ( int num ) #

Returns opacity information for mask data as an RGBA8 image.
Notice
Each mask can be represented by a single-channel image. For optimization purposes opacity information for mask data is stored in blocks - RGBA8 images (each containing 4 masks, one mask per each channel). There are 5 blocks, as the terrain has 20 detail masks available. Thus, the data of the 9th detail mask shall be stored in the R-channel of the third block (index = 2).

Arguments

  • int num - Masks data block index.

Return value

Image (RGBA8) containing opacity information for mask data.

Image get ( int type ) #

Returns the image of the specified type.

Arguments

Return value

Image of the specified type.

ivec2 getResolution ( ) #

Returns the current image resolution.

Return value

Two-component vector containing image resolution along X and Y axes.

void resize ( ivec2 new_resolution ) #

Sets a new image resolution.

Arguments

  • ivec2 new_resolution - Two-component vector containing new image resolution along X and Y axes to be set.

LandscapeImages copy ( LandscapeImages image ) #

Copies this LandscapeImages buffer to the specified one (all data layers).

Arguments

  • LandscapeImages image - Destination LandscapeImages buffer to which this one is to be copied.

Return value

Destination LandscapeImages buffer.

LandscapeImages clone ( ) #

Clones the LandscapeImages buffer (all data layers).

Return value

Cloned LandscapeImages buffer.
Last update: 2021-12-13
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