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Unigine.FieldHeight Class

Inherits from: Field

This class is used to create and modify a field height. The field is applied to global water and specifies areas where height of waves should be changed.

Notice
The maximum number of the rendered FieldHeight objects per frame/bit mask is 8.

Creating a Height Field

Notice
When creating a FieldHeight object you should specify a heightmap texture for it as this object doesn't have any default texture.
Source code (C#)
// create a new instance of the FieldHeight class and set its transformation
FieldHeight height = new FieldHeight();
height.setTransform(Mat4(1));
// set the size of the field
height.setSize(vec3(4096.0f, 4096.0f, 512.0f));
// set the heightmap texture
height.setTexturePath("unigine_project/textures/fh_static.png");

See also#

UnigineScript API sample <UnigineSDK>/data/samples/fields/height_00

FieldHeight Class

Properties

Texture Texture#

The heightmap texture (from gpu) and saves it into the given texture instance.

string TexturePath#

The path to the fieldheight's heightmap texture.

int BlendMode#

The current field height blending mode.
Notice
Attenuation parameter is interpreted depending on the selected blending mode:
  • is used as a mulpiplier for the additive mode
  • lerp(1.0f, value, attenuation) is used for the multiplicative mode

int Order#

The current field height rendering order.
Notice
This parameter is used to properly apply fields with mixed blend modes.

float Power#

The fieldheight's power value. the power is a multiplier for loaded heightmap texture values.

float Attenuation#

The fieldheight's attenuation factor value. the attenuation factor indicates the rate of filedheight influence attenuation from the center of the object to its edges.

vec3 Size#

The vec3 size vector of the fieldheight's object.

Members


FieldHeight ( ) #

The default constructor. Creates a FieldHeight instance with the default size vec3(1.0f, 1.0f, 1.0f).
Notice
By default, a heightmap texture is empty. Specify it after creating the FieldHeight by using an appropriate function.

int SetTextureImage ( Image image ) #

Sets the given image as the heightmap texture of the FieldHeight.

Arguments

  • Image image - Image instance with heightmap for FieldHeight.

Return value

1 if the texture is set successfully; otherwise, 0.

int GetTextureImage ( Image image ) #

Grabs the texture for the FieldHeight (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.

static int type ( ) #

Returns the type of the object.

Return value

FieldHeight type identifier.
Last update: 2024-12-13
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