This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Unigine::ObjectCloudLayer Class

Header: #include <UnigineObjects.h>
Inherits from: Object

This class is used to create cloud layers.

ObjectCloudLayer Class

Members


static ObjectCloudLayerPtr create ( ) #

Constructor. Creates a new empty cloud layer object with default properties.

static int type ( ) #

Returns the type of the object.

Return value

Object Cloud Layer type identifier.

float getIntersectionThreshold ( ) const#

Returns current intersection threshold value.

Return value

Intersection threshold value.

void setAnimationNoiseOffset ( const Math::vec4 & offset ) #

Sets a given noise animation offset value.

Arguments

  • const Math::vec4 & offset - Noise animation offset (a vec4 value, where X, Y, and Z components represent 3D noise texture offsets along the X-axis, Y-axis, and Z-axis respectively).

void setAnimationCoverageOffset ( const Math::vec4 & offset ) #

Sets a given coverage animation offset value.

Arguments

  • const Math::vec4 & offset - Coverage animation offset (a vec4 value, where X and Y components represent coverage texture offsets along the X-axis and Y-axis respectively).

Math::vec4 getAnimationNoiseOffset ( ) const#

Returns current noise animation offset value.

Return value

Noise animation offset (a vec4 value, where X, Y, and Z components represent 3D noise texture offsets along the X-axis, Y-axis, and Z-axis respectively).

float getIntersectionAccuracy ( ) const#

Returns current intersection accuracy value.

Return value

Intersection accuracy value.

void setIntersectionAccuracy ( float accuracy ) #

Sets a given intersection accuracy value.

Arguments

  • float accuracy - Intersection accuracy value.

void setIntersectionThreshold ( float threshold ) #

Sets a given intersection threshold value.

Arguments

  • float threshold - Intersection threshold value.

Math::vec4 getAnimationCoverageOffset ( ) const#

Returns current coverage animation offset value.

Return value

Coverage animation offset (a vec4 value, where X and Y components represent coverage texture offsets along the X-axis and Y-axis respectively, both Z and W components are 0).

void refreshCloudsRegionMask ( ) #

Refreshes the clouds region mask. The method should be called after changing the mask to apply it.

float getDensity ( const Math::Vec3& world_point ) const#

Returns the current density of clouds at the given point.

Arguments

  • const Math::Vec3& world_point - Point coordinates in world space.

Return value

Clouds density.
Last update: 2024-12-13
Build: ()