LandscapeLayerMap Class
Inherits from: | Node |
This class is used to manage landscape layer maps of the Landscape Terrain object. Landscape layer map data (height, albedo, masks, settings) is stored in a .lmap file (see the LandscapeMapFileCreator and LandscapeMapFileSettings classes). A landscape map has a single resolution and density, and cannot have insets. Insets are created by adding a high-resolution landscape layer map above the low-resolution one.
Several maps can be blended with each other. Blending parameters for the landscape layer map are controlled via the corresponding methods of the LandscapeMapFilesettings class.
Maximum and Minimum Terrain Height#
This example demonstrates how to obtain minimum and maximum height values for the whole Landscape Terrain (all layer maps) along with the enclosing bounding box. For this puprose we should find all LandscapeLayerMap objects in the World, extend a bounding box to enclose all of them, and use the getExtremumHeight() method to get minimum and maximum height values.
WorldBoundBox b;
float min = 99999, max = -9999;
Vector<NodePtr> v;
World::getNodes(v);
for (auto & it : v)
{
if (it->getType() == Node::LANDSCAPE_LAYER_MAP)
{
b.expand(it->getWorldBoundBox());
auto ext = checked_ptr_cast<LandscapeLayerMap>(it)->getExtremumHeight();
if (ext.x < min)
min = ext.x;
if (ext.y > max)
max = ext.y;
}
}
vec3 minp = vec3(b.getMin());
vec3 maxp = vec3(b.getMax());
minp.z = min;
maxp.z = max;
BoundBox bb = BoundBox(minp, maxp);
Visualizer::renderBoundBox(bb, Mat4_identity, vec4_red);
LandscapeLayerMap Class
Members
static LandscapeLayerMap ( ) #
The LandscapeLayerMap constructor.void setPath ( string path ) #
Sets a new path to the *.lmap file containing landscape map data.Arguments
- string path - New path to the *.lmap file with landscape map data.
string getPath ( ) #
Returns the current path to the *.lmap file containing landscape map data.Return value
Path to the *.lmap file containing landscape map data.UGUID getGUID ( ) #
Returns the GUID of the LandscapeLayerMap node.Return value
GUID of the LandscapeLayerMap node.void setIntersection ( int intersection ) #
Sets a value indicating if intersection detection is enabled for the landscape layer map.Arguments
- int intersection - 1 to enable intersection detection for the landscape layer map, 0 - to disable it.
int isIntersection ( ) #
Returns a value indicating if intersection detection is enabled for the landscape layer map.Return value
1 if intersection detection for the landscape layer map is enabled; otherwise, 0.void setIntersectionBicubicFilter ( int filter ) #
Sets a value indicating if bicubic filtering is enabled for height texture (collision and intersection detection and fetch requests) and normals texture (intersection detection and fetch requests).Arguments
- int filter - 1 to enable bicubic filtering is enabled for height texture (collision and intersection detection and fetch requests) and normals texture (intersection detection and fetch requests), 0 - to disable it.
int isIntersectionBicubicFilter ( ) #
Returns a value indicating if bicubic filtering is enabled for height texture (collision and intersection detection and fetch requests) and normals texture (intersection detection and fetch requests).Return value
1 if bicubic filtering is enabled for height texture (collision and intersection detection and fetch requests) and normals texture (intersection detection and fetch requests); otherwise, 0.void setCollision ( int collision ) #
Sets a value indicating if collision detection is enabled for the landscape layer map.Arguments
- int collision - 1 to enable collision detection for the landscape layer map, 0 - to disable it.
int isCollision ( ) #
Returns a value indicating if collision detection is enabled for the landscape layer map.Return value
1 if collision detection for the landscape layer map is enabled; otherwise, 0.void setCulling ( int culling ) #
Sets a value indicating if heights data of the layer map is to be used for culling precalculation. In order to define which parts of the terrain are to be rendered a culling test is required. This test is performed on the basis of a precalculated low-detail height map, combining heights data of all landscape layer maps having a significant impact on the result. Precalculation is performed on the CPU side, so processing a large number of landscape layer maps may reduce performance. Moreover, some layer maps may be used as decals (i.e. their impact on the resulting height map is insignificant). For such cases you can simply disable this option to avoid unnecessary calculations.Arguments
- int culling - 1 to use the layer map for culling, 0 - to ignore it.
int isCulling ( ) #
Returns a value indicating if heights data of the layer map is to be used for culling precalculation. In order to define which parts of the terrain are to be rendered a culling test is required. This test is performed on the basis of a precalculated low-detail height map, combining heights data of all landscape layer maps having a significant impact on the result. Precalculation is performed on the CPU side, so processing a large number of landscape layer maps may reduce performance. Moreover, some layer maps may be used as decals (i.e. their impact on the resulting height map is insignificant). For such cases you can simply disable this option to avoid unnecessary calculations.Return value
1 if heights data of the layer map is to be used for culling precalculation; otherwise, 0.void setOrder ( int order ) #
Returns a new rendering order for the landscape layer map. A map with a higher order value shall be rendered above the ones with lower ones.Arguments
- int order - New rendering order to be set for the landscape layer map.
int getOrder ( ) #
Sets the current rendering order for the landscape layer map. A map with a higher order value shall be rendered above the ones with lower ones.Return value
Current rendering order of the landscape layer map.void setSize ( Vec2 size ) #
Sets a new size for the landscape layer map.Arguments
- Vec2 size - Two-component vector (X, Y) defining the size of the landscape layer map along X and Y axes, in units.
Vec2 getSize ( ) #
Returns the current size of the landscape layer map.Return value
Two-component vector (X, Y) defining the size of the landscape layer map along X and Y axes, in units.void setHeightScale ( float scale ) #
Sets a new scale factor to be used for heights data. Height values of landscape layer map are multiplied by this value during terrain rendering.Arguments
- float scale - Scale factor used for heights data.
float getHeightScale ( ) #
Returns the current scale factor used for heights data. Height values of landscape layer map are multiplied by this value during terrain rendering.Return value
Scale factor used for heights data.Vec2 getTexelSize ( ) #
Returns the current texel size for the landscape layer map textures.Return value
Two-component vector (X, Y) defining the size of the texel of the landscape layer map textures along X and Y axes.int isInit ( ) #
Returns a value indicating if the landscape layer map is initialized.Return value
1 if async operation is completed; otherwise, 0.getExtremumHeight ( float precision = 1.0f ) #
Returns the minimum and maximum height of the landscape layer map as a two-component vector.Arguments
- float precision - Precision value in the [0.0f, 1.0f] range. The default value is 1.0f (maximum).
Return value
Two-component vector (X, Y) defining the minimum (X) and maximum (Y) height of the landscape layer map.static int type ( ) #
Returns the type of the node.Return value
LandscapeLayerMap type identifier.ivec2 getResolution ( ) #
Returns the current landscape map resolution.Return value
Two-component vector (X, Y) representing landscape map resolution along X and Y axes, in pixels.void setFadeAttenuation ( vec2 attenuation ) #
Sets a new fade attenuation of landscape layer map. This parameter defines the distance of the map transparency attenuation, starting from the edge of the map.Arguments
- vec2 attenuation - Two-component vector (X, Y) defining the fade attenuation of the landscape layer map along X and Y axes.