Unigine.FieldShoreline Class
Inherits from: | Field |
This class is used to create and modify a field shoreline. The field is applied to global water and helps to create swashes near the shores and applies the wetness effect on objects near the shoreline.
A field shoreline object will affect water only if the FieldShoreline interaction option is enabled on the States tab of the water_global_base material.
Creating a Shoreline Field
When creating a FieldShoreline object you should specify a shoreline texture for as this object doesn't have any default texture.
// create a new instance of the FieldShoreline class and set its transformation
FieldShoreline shoreline = new FieldShoreline();
shoreline.setTransform(Mat4(1));
// set the size of the field
shoreline.setSize(vec3(4096.0f, 4096.0f, 512.0f));
// set the path to the shoreline texture
shoreline.setTexturePath("unigine_project/textures/shorelines/shoreline_0.dds");
FieldShoreline Class
Properties
Texture Texture#
The shoreline texture (from gpu) and saves it into the given texture instance.
string TexturePath#
The path to the fieldshoreline's shoreline texture.
vec3 Size#
The vec3 size vector of the fieldshoreline.
The default value is (512.0f, 512.0f, 512.0f).
Members
FieldShoreline ( ) #
Default constructor. Creates a FieldShoreline instance with the default size vec3(512.0f, 512.0f, 512.0f).By default, a shoreline texture is empty. Specify it after creating the FieldShoreline by using an appropriate function.
int BakeWaterLevel ( Image image ) #
Bakes shoreline for the current water level of the global water object and puts it to the specified image. This method generates a shoreline texture by finding intersections of the Global Water object with terrains (Landscape Terrain and Terrain Global)Arguments
- Image image - Image instance to which the shoreline for the current water level is to be baked.
Return value
1 if the shoreline is baked successfully; otherwise, 0.int SetTextureImage ( Image image ) #
Sets the given image as the shoreline texture of the FieldShoreline.Arguments
- Image image - Image instance with a shoreline texture for the FieldShoreline.
int GetTextureImage ( Image image ) #
Grabs the texture for the FieldShoreline (already loaded to GPU) and saves it into the given Image instance.Arguments
- Image image - Image instance into which the texture will be saved.
Return value
1 if the texture has been grabbed successfully; otherwise, 0.int CreateShorelineDistanceField ( Image image, int shoreline_radius, int blur_radius, int downsample_resolution ) #
Creates a shoreline distance field with the specified parameters and puts it to the specified Image.float shoreline_radius = 64;
int blur_radius = 8;
int downsample_resolution = 128;
Image distance_field = new Image();
field.createShorelineDistanceField(distance_field,shoreline_radius,blur_radius,downsample_resolution);
Arguments
- Image image - Image to which the shoreline distance field will be put.
- int shoreline_radius - Radius of the shoreline.
- int blur_radius - Radius of the blurred area.
- int downsample_resolution - Shoreline resolution.
Return value
1 if the field was created successfully; otherwise, 0.static int type ( ) #
Returns the type of the object.Return value
FieldShoreline type identifier.Last update:
2022-12-14
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