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 This version of documentation is OUTDATED, as it describes an older SDK version!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

LandscapeMapFileCompression 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.

Landscape Map File Compression class is used to compress and decompress .lmap file data using Zlib, LZ4, or Unigine's compression algorithm. The latter provides better compression results for 2D and 3D textures than LZ4 and Zlib without quality reduction.

LandscapeMapFileCompression Class

Members


LandscapeMapFileCompression ( ) #

Constructor.

int isCompressing ( ) #

Returns the value indicating if the compression is in progress.

Return value

1 if the compression is running; otherwise, 0.

int isDecompressing ( ) #

Returns the value indicating if the decompression is in progress.

Return value

1 if the decompression is running; otherwise, 0.

int getProgress ( ) #

Returns the current landscape map file compression progress.

Return value

Current landscape map file compression progress (percentage).

int run ( int decompress, int is_safe ) #

Runs the landscape map file compression/decompression process.

Arguments

  • int decompress - true — the landscape map file will be decompressed, false — the landscape map file will be compressed.
  • int is_safe - 1 to make the Engine automatically call filesClose()/fileOpen() methods when performing operations (before modifying an .lmap file the Engine should release files via filesClose(), while after modification fileOpen() should be called), 0 — to call filesClose()/fileOpen() methods manually.

    The Landscape class has two overloads for the filesClose() method:

    • filesClose() — to be called in case of moving an .lmap file (no data reloading is performed as the file itself was not modified — saves time on reloading data)
    • filesClose(reload_files) — to be called in case of deleting or modifying an .lmap file.
    Notice
    When is_safe = true the Engine shall always call filesClose(reload_files) with complete data reloading.

Return value

1 if the operation is successful; otherwise, 0.

void stop ( ) #

Stops the landscape map file compression/decompression process.

int isLoaded ( ) #

Returns a value indicating if the landscape map file (.lmap) is loaded.

Return value

true if the .lmap is loaded; otherwise, false.

int load ( UGUID guid ) #

Loads the landscape map file (.lmap) having the specified GUID.

Arguments

  • UGUID guid - GUID of the landscape map file (.lmap) to be loaded.

Return value

1 if the operation is successful; otherwise, 0.

void setHeightCompressor ( int compressor ) #

Sets the type of the compressor used for height data compression.

Arguments

  • int compressor - Compressor type:
    • 0 – None
    • 1 – Our Method
    • 2 – LZ4
    • 3 – Zlib

int getHeightCompressor ( ) #

Returns the current type of the compressor used for height data compression.

Return value

Compressor type:
  • 0 – None
  • 1 – Our Method
  • 2 – LZ4
  • 3 – Zlib

void setAlbedoCompressor ( int compressor ) #

Sets the type of the compressor used for albedo data compression.

Arguments

  • int compressor - Compressor type:
    • 0 – None
    • 1 – Our Method
    • 2 – LZ4
    • 3 – Zlib

int getAlbedoCompressor ( ) #

Returns the current type of the compressor used for albedo data compression.

Return value

Compressor type:
  • 0 – None
  • 1 – Our Method
  • 2 – LZ4
  • 3 – Zlib

void setOpacityHeightCompressor ( int compressor ) #

Sets the type of the compressor used for compression of the opacity height data.

Arguments

  • int compressor - Compressor type:
    • 0 – None
    • 1 – Our Method
    • 2 – LZ4
    • 3 – Zlib

int getOpacityHeightCompressor ( ) #

Returns the current type of the compressor used for compression of the opacity height data.

Return value

Compressor type:
  • 0 – None
  • 1 – Our Method
  • 2 – LZ4
  • 3 – Zlib

void setMaskCompressor ( int mask, int compressor_type ) #

Sets the type of the compressor used for the specified mask.

Arguments

  • int mask - Mask number.
  • int compressor_type - Compressor type:
    • 0 – None
    • 1 – Our Method
    • 2 – LZ4
    • 3 – Zlib

void setMaskOpacityCompressor ( int mask, int compressor_type ) #

Sets the type of the compressor used for the opacity data of the specified mask.

Arguments

  • int mask - Mask number.
  • int compressor_type - Compressor type:
    • 0 – None
    • 1 – Our Method
    • 2 – LZ4
    • 3 – Zlib

void setCompressorAll ( int compressor_type ) #

Sets the type of the compressor used to compress all data.

Arguments

  • int compressor_type - Compressor type:
    • 0 – None
    • 1 – Our Method
    • 2 – LZ4
    • 3 – Zlib

int isCompressed ( ) #

Returns the value indicating if the .lmap file is compressed.

Return value

1 if the file is compressed; otherwise, 0.

int getMaskCompressor ( int mask ) #

Returns the current type of the compressor used for the specified mask.

Arguments

  • int mask - Mask number.

Return value

Compressor type:
  • 0 – None
  • 1 – Our Method
  • 2 – LZ4
  • 3 – Zlib

int getMaskOpacityCompressor ( int mask ) #

Returns the current type of the compressor used for the opacity data of the specified mask.

Arguments

  • int mask - Mask number.

Return value

Compressor type:
  • 0 – None
  • 1 – Our Method
  • 2 – LZ4
  • 3 – Zlib

void setEnabledAlbedoTextureCompression ( int compression ) #

Sets the albedo texture compression enabled or disabled.

Arguments

  • int compression - 1 to enable albedo texture compression; otherwise, 0.

int isEnabledAlbedoTextureCompression ( ) #

Returns the value indicating if the albedo texture compression is enabled.

Return value

1 if the albedo texture compression is enabled; otherwise, 0.

void setEnabledOpacityHeightTextureCompression ( int compression ) #

Sets the compression of the opacity height texture enabled or disabled.

Arguments

  • int compression - 1 to enable compression of the opacity height texture; otherwise, 0.

int isEnabledOpacityHeightTextureCompression ( ) #

Returns the value indicating if the compression of the opacity height texture is enabled.

Return value

1 if the compression of the opacity height texture is enabled; otherwise, 0.

void setEnabledMaskTextureCompression ( int mask, int enable ) #

Enables or disables compression of the specified mask texture.

Arguments

  • int mask - Mask number.
  • int enable - 1 to enable the mask texture compression; otherwise, 0.

void setEnabledMaskOpacityTextureCompression ( int mask, int enable ) #

Enables or disables compression of the specified mask opacity texture.

Arguments

  • int mask - Mask number.
  • int enable - 1 to enable the compression of the mask opacity texture; otherwise, 0.

int isEnabledMaskTextureCompression ( int mask ) #

Returns a value undicating if the mask texture compression is enabled.

Arguments

  • int mask - Mask number.

Return value

1 if the mask texture compression is enabled; otherwise, 0.

int isEnabledMaskOpacityTextureCompression ( int mask ) #

Returns the value indicating if the compression of the mask opacity texture is enabled.

Arguments

  • int mask - Mask number.

Return value

1 if the mask opacity texture compression is enabled; otherwise, 0.

UGUID getGUID ( ) #

Returns a GUID of the .lmap file containing landscape map data.

Return value

GUID of the .lmap file.

void setCacheDirectory ( string directory ) #

Sets a path to the directory that is used to store the cache. By default the cache is located in the same place where the UnigineEditor's cache is (you can find it in the UnigineEditor Settings tab). If there is not enough memory, you can use another disk. A full copy of the current terrain will be temporarily stored in the cache directory, so you should take this into account when estimating the cache size. SSD is recommended for fast data copying.

Arguments

  • string directory - The path to the directory that stores the cache.

string getCacheDirectory ( ) #

Returns the current path to the directory that is used to store the cache.

Return value

The path to the directory that stores the cache.
Last update: 2021-12-13
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