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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 This version of documentation is OUTDATED, as it describes an older SDK version!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::FieldShoreline Class

Header: #include <UnigineFields.h>
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.

Notice
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

Notice
When creating a FieldShoreline object you should specify a shoreline texture for as this object doesn't have any default texture.
Source code (C++)
// create a new instance of the FieldShoreline class and set its transformation
FieldShorelinePtr shoreline = FieldShoreline::create();
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

Members


static FieldShorelinePtr create ( ) #

Default constructor. Creates a FieldShoreline instance with the default size vec3(512.0f, 512.0f, 512.0f).
Notice
By default, a shoreline texture is empty. Specify it after creating the FieldShoreline by using an appropriate function.

int bakeWaterLevel ( const Ptr<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

  • const Ptr<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.

void setTexture ( const Ptr<Texture> & texture ) #

Sets the given texture from the Texture instance for the FieldShoreline.

Arguments

Ptr<Texture> getTexture ( ) const#

Returns the shoreline texture (from GPU) and saves it into the given Texture instance.

Return value

Shoreline texture.

int setTextureImage ( const Ptr<Image> & image ) #

Sets the given image as the shoreline texture of the FieldShoreline.

Arguments

  • const Ptr<Image> & image - Image instance with a shoreline texture for the FieldShoreline.

int getTextureImage ( const Ptr<Image> & image ) const#

Grabs the texture for the FieldShoreline (already loaded to GPU) and saves it into the given Image instance.

Arguments

  • const Ptr<Image> & image - Image instance into which the texture will be saved.

Return value

1 if the texture has been grabbed successfully; otherwise, 0.

void setTexturePath ( const char * path ) #

Sets the path to the FieldShoreline's shoreline texture.

Arguments

  • const char * path - Path to the shoreline texture.

const char * getTexturePath ( ) const#

Returns the path to the FieldShoreline's shoreline texture.

Return value

Path to the shoreline texture.

void setSize ( const Math::vec3 & size ) #

Sets the vec3 size vector of the FieldShoreline.

The default value is (512.0f, 512.0f, 512.0f).

Arguments

  • const Math::vec3 & size - Size vector (x,y,z), where:
    • x value is length of the FieldShoreline along X axis (in units),
    • y value is length of the FieldShoreline along Y axis (in units),
    • z value is length of the FieldShoreline along Z axis (in units).

Math::vec3 getSize ( ) const#

Returns the vec3 size vector of the FieldShoreline.

The default value is (512.0f, 512.0f, 512.0f).

Return value

Size vector (x,y,z), where:
  • x value is length of the FieldShoreline along X axis (in units),
  • y value is length of the FieldShoreline along Y axis (in units),
  • z value is length of the FieldShoreline along Z axis (in units).

int createShorelineDistanceField ( const Ptr<Texture> & texture, 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.
Source code
float shoreline_radius = 64;
int blur_radius = 8;
int downsample_resolution = 128;
Texture distance_field = new Texture();
field.createShorelineDistanceField(distance_field,shoreline_radius,blur_radius,downsample_resolution);

Arguments

  • const Ptr<Texture> & texture - Texture 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: 2023-06-23
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