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 This version of documentation is OUTDATED, as it describes an older SDK version!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

Unigine.TerrainDetail Class

This class is used to manage details of the Landscape Terrain Object. Details, define terrain's appearance, each of them can have an unlimited number of children. Details are attached to detail masks and are rendered in accordance with their rendering order (the one with the highest order shall be rendered above all others).

TerrainDetail Class

Properties

string Name#

The Current name of the detail.

bool Enabled#

The true if the terrain detail is enabled; otherwise, false.

bool IsActive#

The true if the terrain detail is active; otherwise, false.

float MinVisibleHeight#

The Minimum height value for the detail, in units.

float MaxVisibleHeight#

The Maximum height value for the detail, in units.

float MinFadeHeight#

The Fade in height range value for the detail, in units.

float MaxFadeHeight#

The Fade out height range value for the detail, in units.

vec4 MaskByAlbedo#

The Four-component vector (R, G, B, A) representing a color currently used as a mask for the detail.

float MaskThreshold#

The Current mask threshold value in the [0; 1] range.

float MaskContrast#

The Current mask contrast value in the [0; 1] range.

TerrainDetailMask DetailMask#

The Detail mask currently used for the detail.

float MaxFadeTexelSize#

The Fade out texel size range value for the detail, in units.

float MinFadeTexelSize#

The Fade in texel size range value for the detail, in units.

float MaxVisibleTexelSize#

The Maximum texel size value for the detail.

float MinVisibleTexelSize#

The Minimum texel size value for the detail.

Material Material#

The detail material used for the detail.

UGUID MaterialGUID#

The GUID of the material currently used for the detail.

string MaterialPath#

The path of the material currently used for the detail.

Members


TerrainDetail Copy ( TerrainDetail dest_detail ) #

Copies the detail to the specified destination detail (with all its children).

Arguments

  • TerrainDetail dest_detail - Destination detail to which the detail is to be copied.

Return value

Destination detail.

TerrainDetail Clone ( ) #

Clones the terrain detail (with all its children).

Return value

Cloned detail.

void SetMaterialPath ( string path ) #

Sets the detail material by a given path.

Arguments

  • string path - Material path.

string GetMaterialPath ( ) #

Returns the path of the assigned detail material.

Return value

Material path.

void SetMaterialGUID ( UGUID materialguid ) #

Sets the material by a GUID.

Arguments

UGUID GetMaterialGUID ( ) #

Returns the GUID of the assigned detail material.
Last update: 2022-12-14
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