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.ObjectWaterGlobal Class

Inherits from: Object

Interface for Global Water object handling. This water object represents infinitely spread water with auto-tessellation (the wireframe of the water object is not scaled — regardless of the camera position it stays the same) and the underwater mode. This type is suitable to represent boundless ocean while not overloading the GPU.

However, it cannot have a body assigned, and thus does not provide proper physical interaction with scene objects. If you need to simulate the physics of buoyancy, you should use Physical Water. Also it is limited to a single water level. It means that the filling level of water always remains the same. So, if you need to create, for example, mountain lakes or water flows with height difference, you should use a Water Mesh.

There are three options for creating waves:

  • Layer mode — you create layers on which waves will be randomly generated in a given range of wave parameters. All the layers are added together.
    Notice
    Wave layers are usually created through the UnigineEditor, but you can also create and edit them via code.
  • Manual mode — you create your own individual waves and have full control over them. This mode can only be set via code, you cannot do this in the UnigineEditor.
    Notice
    In Manual mode, be careful with the Steepness parameter, the waves will be everted if this value is set high.
  • Beauforts mode — waves are generated based on the presets reproducing the state of the sea according to the Beaufort wind force scale (0 - Calm, 12 - Hurricane). In this mode, the parameters that define the main wave geometry will not be available for editing via code.

For all modes, wave frequency is calculated based on the wavelength using the formula:

Frequency formula
sqrt (Gravity * 2 * PI / Wavelength)

where Gravity = 9.81 m/s 2.

When you enable Manual mode, the list of the generated waves is cleared and you can set up your own waves.

When you save the world, the layers will be saved, but the user-defined waves will not, since they are created via code.

The maximum total number of waves is 256. For better performance, we recommend using about 100.

Here is how you can modify the AppWorldLogic.cs file to create waves in Manual mode:

AppWorldLogic.cs

Source code (C#)
ObjectWaterGlobal water = null;
	
/* ... */

private void Init()
{
	// Write here code to be called on world initialization: initialize resources for your world scene during the world start.
	
	// Changing preset to custom (4) and adjusting tesselation parameters
	Render.WaterGeometryPreset = 4;
	Render.WaterGeometryPolygonSize = 0.01f;
	Render.WaterGeometryProgression = 1.0f;
	Render.WaterGeometrySubpixelReduction = 6.0f;
	
	water = (ObjectWaterGlobal)World.GetNodeByType((int)Node.TYPE.OBJECT_WATER_GLOBAL);
	if (water == null)
	{
		water = new ObjectWaterGlobal();
	}	

	// You can set each wave only in Manual mode
	water.WavesMode = ObjectWaterGlobal.WAVES_MODE.MANUAL;

	// add each wave. 
	// addWave(wave length, amplitude, steepness, direction angle[0.0; 360.0], phase offset[0.0; 2*PI])

	water.AddWave(8.0f, 0.05f, 2.0f, 270.0f, 0.0f);
	water.AddWave(8.0f, 0.015f, 1.0f, 150.0f, 1.0f);
	water.AddWave(8.0f, 0.02f, 6.0f, 75.0f, 0.0f);
	water.AddWave(16.0f, 0.05f, 2.0f, 270.0f, 3.0f);
	water.AddWave(16.0f, 0.05f, 7.0f, 45.0f, 0.5f);
	water.AddWave(32.0f, 0.1f, 2.0f, 120.0f, 2.0f);
	water.AddWave(64.0f, 0.2f, 1.0f, -90.0f, 0.1f);
	
	// Changing amplitude and length for the second wave 
	water.SetWaveAmplitude(1, 0.03f);
	water.SetWaveLength(1, 10.0f);

}

/* ... */

Getting Water Level and Surface Normal#

To ensure proper placement and orientation of objects relatively to the water surface you need to obtain water level (height) and normal orientation at a certain point. You can do this using the following methods:

By default the quality (precision) of calculating heights and normals is set to optimize performance, but in case of higher Beaufort levels (resulting in significant wave steepness and height differences on the water surface), calculation results may differ from visual representation (e.g. calculated water level may be greater the actual value). This may, for example, result in setting incorrect position and orientation for a ship relative to the water surface. To avoid such cases you can increase the quality of calculations for height/normal fetch requests via the following parameters are available via API:

  • Steepness Quality (see the FetchSteepnessQuality) - wave steepness calculation accuracy used when calculating water level (height) and normal orientation at a certain point. This parameter is used to improve calculation results in case of high wave steepness (higher Beaufort levels). Low quality is usually sufficient for calm water (high quality provides good results for Beauforts 6-7, while ultra is recommended for Beauforts 8-10).
  • Amplitude Threshold (see the FetchAmplitudeThreshold) - this is the minimum amplitude threshold for waves to be taken into account in height and normal calculations (waves having smaller amplitudes will be ignored).
Notice
Using higher quality has an impact on performance, so we recommended to increase it only when necessary (when Beaufort levels are high) and set it back to the default level, when the water surface gets relatively calm.

So in case of higher Beaufort levels you can adjust the quality of intersections calculation using the following lines:

Source code (C#)
water.FetchSteepnessQuality = ObjectWaterGlobal.STEEPNESS_QUALITY.ULTRA;
water.FetchAmplitudeThreshold = 0.01f;

Finding Intersection Points#

Intersections are used for many purposes, for example, you can find an intersection point of a projectile with the water surface to spawn some splashes. By default the quality (precision) of calculating intersection points is set to optimize performance, but in case of higher Beaufort levels (resulting in significant wave steepness and height differences on the water surface), calculation results may differ from visual representation (e.g. intersection point is detected at some distance from the water surface). This may, for example, result in spawning particle systems representing splashes at a wrong position. To avoid such cases you can increase the quality of calculations for intersection detection via the following parameters are available via API:

  • Precision (see the IntersectionPrecision) - represents a permissible error between the calculated and real water intersection point.
  • Steepness Quality (see the IntersectionSteepnessQuality) - wave steepness calculation accuracy used in intersection calculations. This parameter is used to improve calculation of intersections in case of high wave steepness (higher Beaufort levels). Low quality is usually sufficient for calm water (high quality provides good results for Beauforts 6-7, while ultra is recommended for Beauforts 8-10).
  • Amplitude Threshold (see the IntersectionAmplitudeThreshold) - this is the minimum amplitude threshold for waves to be taken into account in intersection calculations (waves having smaller amplitudes will be ignored).
Notice
Using higher quality has an impact on performance, so we recommended to increase it only when necessary (when Beaufort levels are high) and set it back to the default level, when the water surface gets relatively calm.

So in case of higher Beaufort levels you can adjust the quality of intersections calculation using the following lines:

Source code (C#)
water.FetchSteepnessQuality = ObjectWaterGlobal.STEEPNESS_QUALITY.ULTRA;
water.FetchAmplitudeThreshold = 0.01f;

Usage Example#

This example demonstrates the influence of the Steepness Quality, Amplitude Threshold, and Precision parameters on the accuracy of fetch and intersection requests for the Global Water object at various Beaufort levels.

Create a new C# component named WaterFetchIntersection and copy the code below to the corresponding file:

WaterFetchIntersection.cs

Source code (C#)
using System;
using System.Collections;
using System.Collections.Generic;
using Unigine;

[Component(PropertyGuid = "AUTOGENERATED_GUID")] // <-- this line is generated automatically for a new component
public class WaterFetchIntersection : Component
{
	// Object Water Global node to perform requests for
	public Node water_node;
	
	// Fetch request mode flag (false - means Intersection request)
	private bool fetch = true; 
	
	// size and number of points
	private int num_intersection = 100;
	private float intersect_point_size = 0.2f;

	//UI elements
	WidgetSlider slider_num_requests;
	WidgetSlider slider_beaufort;
	WidgetSlider slider_fetch_amplitude;
	WidgetSlider slider_fetch_stepness;
	WidgetSlider slider_intersection_amplitude;
	WidgetSlider slider_intersection_stepness;
	WidgetSlider slider_precision;

	// pointer to the Global Water object
	private ObjectWaterGlobal water;

	private WidgetWindow window;
	// UI construction for parameters 
	// function creating a parameter and adding the corresponding UI element
	private WidgetSlider create_param(Widget parent, String name, float default_value, float min_value, float max_value, Func<float,int> f, bool floating)
	{
		WidgetLabel label = new WidgetLabel(name);
		label.Width = 100;
		parent.AddChild(label, Gui.ALIGN_LEFT);

		WidgetSlider slider = new WidgetSlider();
		slider.MinValue = MathLib.ToInt(min_value * (floating ? 1000 : 1));
		slider.MaxValue = MathLib.ToInt(max_value * (floating ? 1000 : 1));
		slider.Value = MathLib.ToInt(default_value * (floating ? 1000 : 1));

		slider.Width = 200;
		slider.ButtonWidth = 20;
		slider.ButtonHeight = 20;
		parent.AddChild(slider, Gui.ALIGN_LEFT);

		label = new WidgetLabel(default_value.ToString());
		label.Width = 20;
		parent.AddChild(label);

		slider.EventChanged.Connect(() => 
		{
			float v = slider.Value / (floating ? 1000.0f : 1.0f);
			label.Text = v.ToString();
			f(v);
		});

		return slider;
	}
	private void Init_GUI()
	{
		window = new WidgetWindow("Fetch and Intersection Water Parameters");
		Gui.GetCurrent().AddChild(window, Gui.ALIGN_OVERLAP);

		WidgetGroupBox group_box = new WidgetGroupBox("Parameters", 8, 8);
		window.AddChild(group_box, Gui.ALIGN_LEFT);

		WidgetHBox hbox = new WidgetHBox();
		group_box.AddChild(hbox, Gui.ALIGN_LEFT);
		WidgetLabel label = new WidgetLabel("Request Type");
		label.Width = 180;
		hbox.AddChild(label, Gui.ALIGN_LEFT);

		WidgetButton fetch_b = new WidgetButton("Fetch");
		hbox.AddChild(fetch_b, Gui.ALIGN_LEFT);
		fetch_b.Toggleable = true;
		fetch_b.Toggled = fetch;
		WidgetButton intersection_b = new WidgetButton("Intersection");
		hbox.AddChild(intersection_b, Gui.ALIGN_LEFT);
		intersection_b.Toggleable = true;
		intersection_b.Toggled = !fetch;

		fetch_b.EventChanged.Connect(()=>
		{
			fetch = fetch_b.Toggled;
			intersection_b.Toggled = !fetch;
		}
		);
		intersection_b.EventChanged.Connect(()=>
		{
			fetch = !intersection_b.Toggled;
			fetch_b.Toggled = fetch;
		}
		);
		WidgetGridBox grid = new WidgetGridBox(3);
		group_box.AddChild(grid);
		
		// number of fetch/intersection requests slider
		slider_num_requests = create_param(grid, "Request Count", num_intersection, 100, 10000, (v) => { num_intersection = MathLib.ToInt(v); return 1;}, false);
		
		// Beaufort level slider
		slider_beaufort = create_param(grid, "Beaufort", 0, 0, 13, (v) => { water.Beaufort = v; return 1;}, true);

		for (int i = 0; i < 3; i++)
		{
			WidgetSpacer s = new WidgetSpacer();
			grid.AddChild(s);
			s.Orientation = 1;
		}
		
		// sliders controlling quality parameters for fetch requests
		slider_fetch_amplitude = create_param(grid, "Fetch Amplitude Threshold", water.FetchAmplitudeThreshold, 0.001f, 0.5f, (v) => { water.FetchAmplitudeThreshold = v; return 1;}, true);
		slider_fetch_stepness = create_param(grid, "Fetch Steepness Quality", (float) water.FetchSteepnessQuality, 0, 4, (v) => { water.FetchSteepnessQuality = (ObjectWaterGlobal.STEEPNESS_QUALITY) MathLib.RoundToInt(v); return 1;}, false);

		for (int i = 0; i < 3; i++)
		{
			WidgetSpacer s = new WidgetSpacer();
			grid.AddChild(s);
			s.Orientation = 1;
		}

		// sliders controlling quality and precision parameters for intersection requests
		slider_intersection_amplitude = create_param(grid, "Intersection Amplitude Threshold", water.IntersectionAmplitudeThreshold, 0.001f, 0.5f, (v) => { water.IntersectionAmplitudeThreshold = v; return 1;}, true);
		slider_intersection_stepness = create_param(grid, "Intersection Steepness Quality", (float) water.IntersectionSteepnessQuality, 0, 4, (v) => { water.IntersectionSteepnessQuality = (ObjectWaterGlobal.STEEPNESS_QUALITY) MathLib.RoundToInt(v); return 1;}, false);
		slider_precision = create_param(grid, "Intersection Precision", water.IntersectionPrecision, 0.01f, 2.0f, (v) => { water.IntersectionPrecision = v; return 1;}, true);
	}

	private void Shutdown_GUI()
	{
		window.DeleteLater();
	}

	private void Init()
	{
		// write here code to be called on component initialization
		water = water_node as ObjectWaterGlobal;
		Visualizer.Enabled = true;
		Init_GUI();
	}
	
	private void Update()
	{
		// calculating the number of fetch/intersection points along X and Y axes
		int count = MathLib.ToInt(MathLib.Sqrt(num_intersection));
		
		// creating an object to store intersection data
		ObjectIntersectionNormal oin = new ObjectIntersectionNormal();

		// looping over all points to perform fetch/intersection requests with the current settings 
		for (int i = 0; i < count; i++)
		{
			for (int j = 0; j < count; j++)
			{
				vec3 pos = new vec3(i, j, 0);
				if (fetch)
				{
					// getting Global Water height data  and the point and displaying it
					float v = water.FetchHeight(pos);
					pos.z += v;
					Visualizer.RenderPoint3D(pos, intersect_point_size, vec4.BLUE);

					// getting and displaying normals at fetch points
					vec3 n = water.FetchNormal(pos);
					Visualizer.RenderVector(pos, pos + new vec3(n), vec4.WHITE);
				}
				else
				{
					// getting and displaying normals at intersection points
					if (water.GetIntersection(pos + vec3.UP * 100, pos - vec3.UP * 100, oin, 0))
					{
						Visualizer.RenderPoint3D(oin.Point, intersect_point_size, vec4.GREEN);
						Visualizer.RenderVector(oin.Point, oin.Point + new vec3(oin.Normal), vec4.WHITE);
					}

				}
			}
		}
	}
	
	private void Shutdown()
	{
		Shutdown_GUI();
	}
}

See Also#

  • Set of the Water Global samples in the CPP Samples suite included in the SDK and demonstrating how to use C++ API to control Global Water, fetch water level at a given point, etc.
  • The Water Global sample in the C# Component Samples suite included in the SDK and demonstrating how to use C# API to control Global Water, fetch water level at a given point, etc.

ObjectWaterGlobal Class

Enums

WAVES_MODE#

NameDescription
MANUAL = 0Manual mode of wave generation.
LAYERS = 1Layer mode of wave generation.
BEAUFORTS = 2Beaufort scale mode of wave generation.

STEEPNESS_QUALITY#

Steepness calculation accuracy used when calculating intersections, as well as fetching water level (height) and normal orientation at a certain point. This parameter is used to improve calculation results in case of high wave steepness (higher Beaufort levels). Low quality is usually sufficient for calm water (high quality provides good results for Beauforts 6-7, while ultra is recommended for Beauforts 8-10, if you're still not satisfied with the result you can use extreme).
NameDescription
LOW = 0Default. Low quality of wave steepness calculation.
MEDIUM = 1Medium quality of wave steepness calculation.
HIGH = 2High quality of wave steepness calculation.
ULTRA = 3Ultra quality of wave steepness calculation.
EXTREME = 4Extreme quality of wave steepness calculation. Significantly affects performance.

PLANAR_REFLECTION_SIZE#

NameDescription
RESOLUTION_128 = 0Reflection image with 128x128 resolution.
RESOLUTION_256 = 1Reflection image with 256x256 resolution.
RESOLUTION_512 = 2Reflection image with 512x512 resolution.
RESOLUTION_1024 = 3Reflection image with 1024x1024 resolution.
RESOLUTION_2048 = 4Reflection image with 2048x2048 resolution.
RESOLUTION_4096 = 5Reflection image with 4096x4096 resolution.
RESOLUTION_HEIGHT_QUART = 6Reflection image with the resolution height/4 x height/4, where height is an application window height.
RESOLUTION_HEIGHT_HALF = 7Reflection image with the resolution height/2 x height/2, where height is an application window height.
RESOLUTION_HEIGHT = 8Reflection image with the resolution height x height, where height is an application window height.

Properties

bool FieldSpacerEnabled#

The a value indicating if the effect of FieldSpacer object on the Global Water object is enabled.

float SoftInteraction#

The soft intersection of water with the shoreline and surfaces of objects.

float DecalsSoftInteraction#

The soft intersection of water with decals.

float DecalsDistortion#

The distortion of decals projected onto water.

float RefractionScale#

The scale of the water refraction.

vec4 AuxiliaryColor#

The color that goes into the auxiliary buffer.

bool Auxiliary#

The a value indicating if the auxiliary rendering pass for the material is enabled.

float ShorelineWetnessOffset#

The offset of the wetness area from the water.

float ShorelineWetnessDistance#

The spread of the wetness area along the shoreline.

float ShorelineWetnessIntensity#

The intensity of the wetness effect along the shoreline.

float FieldShorelineBeaufortFalloff#

The Beaufort falloff value that provides height control of main geometry waves near the shoreline.

float FieldShorelineMaskTiling#

The size of the foam procedural pattern used to reduce the foam tiling effect.

float FieldShorelineFoamExponent#

The visibility of the foam texture pattern.

float FieldShorelineFoamIntensity#

The degree of foam intensity along the shoreline.

float FieldShorelineFoamStretching#

The width of the Shoreline LUT texture that creates a tidal wave.

float FieldShorelineWaveFrontExponent#

The semi-transparency of the foam at an angle to the wind direction. Allows making the foam visible only on the windward side.

float FieldShorelineWaveExponent#

The nonlinearity of tidal waves frequency and movement speed.

float FieldShorelineWaveFalloff#

The visibility gradient of waves coming from sea to the shore.

float FieldShorelineWaveHeight#

The height of oncoming tidal waves.

float FieldShorelineWaveTiling#

The frequency of tidal waves.

float FieldShorelineWaveSpeed#

The speed of tidal waves.

string FieldShorelineLUTTexturePath#

The path to the LUT texture used for shoreline wetness effect.

bool FieldShorelineFoam#

The a value indicating if rendering of foam for shoreline zones is enabled.

bool FieldShorelineGeometry#

The a value indicating if rendering of wave geometry for shoreline waves is enabled.

bool FieldShorelineNormal#

The a value indicating if calculation of normals for geometry of shoreline waves is enabled.

bool FieldShorelineHighPrecision#

The a value indicating if the high precision of the shoreline is enabled. If enabled, this option improves interpolation between the adjacent pixels of the shoreline texture to reduce stepping artifacts.

bool FieldShorelineEnabled#

The Checks if the assigned material on the Global Water object has enabled FieldShoreline interaction option.

float FieldHeightSteepness#

The sharpness of the crests for the waves generated from the FieldHeight objects placed in Global Water.

float FieldHeightFoamIntensity#

The intensity of the foam generated from the FieldHeight objects placed in Global Water.

float FieldHeightFoamContrast#

The contrast of the foam generated from the FieldHeight objects placed in Global Water.

bool FieldHeightEnabled#

The Checks if the assigned material on the Global Water object has enabled FieldHeight interaction option.

float CausticBrightness#

The brightness of the light shapes.

float CausticAnimationSpeed#

The movement speed of the light patterns.

float CausticDistanceFade#

The distance from the water surface downwards, at which light shapes fade.

vec4 CausticUVTransform#

The UV Transform coordinates for the caustic texture.

string CausticsTexturePath#

The path to the 3D Caustic texture which determines the pattern of light rays refracted by the water surface.

bool CausticsDistortion#

The a value indicating if the caustics distortion effect is enabled.

bool Caustics#

The a value indicating if the caustics effect is enabled.

float ReflectionOcclusionSlope#

The slope of negative normals of the water surface, at which occlusion is performed for wave reflections.

float ReflectionOcclusion#

The occlusion factor for environment reflections on parts of the water surface with negative normals. Using this parameter enables simulation of reflection of waves on the water surface removing too bright areas on waves close to the horizon.

float ReflectionRoughness#

The environment reflection roughness of the water surface. This parameter helps to tweak reflections on the water surface relative to the environment.

int PlanarReflectionViewportMask#

The viewport mask of the reflection camera. A surface has its reflection rendered, if its viewport mask and its material's viewport mask match this mask.

vec3 PlanarReflectionPivotOffset#

The position of the reflection pivot point.

float PlanarReflectionDistance#

The distance from the reflection viewport camera to the reflected object. This distance sums up to the distance from the camera to the reflective surface plus the distance from object to reflective surface.

ObjectWaterGlobal.PLANAR_REFLECTION_SIZE PlanarReflectionMapSizeType#

The size of the planar reflection map.

bool PlanarReflection#

The a value indicating if the planar reflections option is enabled.

float UnderwaterDofDistance#

The focal distance for the underwater DOF effect.

bool UnderwaterDOF#

The a value indicating if the underwater DOF effect enabled.

float WaterlineSize#

The size of the borderline between the overwater and underwater environments.

float UnderwaterShaftIntensity#

The intensity of the underwater sun shafts.

float UnderwaterFogSunInfluence#

The degree of impact of the sun lighting on the final underwater color.

float UnderwaterFogEnvironmentInfluence#

The degree of impact of the environment lighting on the final underwater color.

float UnderwaterFogOffset#

The height offset for lighting.

float UnderwaterFogDepth#

The distance from the water surface up to which the light affects the underwater color.

float UnderwaterFogTransparency#

The transparency of the underwater fog.

vec4 UnderwaterFogColor#

The underwater fog color.

string DepthLUTTexturePath#

The path to the LUT texture that shows the color of the bottom.

float SubsurfaceDecalsIntensity#

The intensity of subsurface scattering of diffuse lighting for decals.

float SubsurfaceWaveFoamIntensity#

The intensity of subsurface scattering near the foam areas.

float SubsurfaceWaveIntensity#

The intensity of light rays passing through waves.

float SubsurfaceAmbientIntensity#

The intensity of subsurface scattering for ambient lighting.

vec4 SubsurfaceColor#

The water subsurface scattering (SSS) color.

float FoamTextureAffect#

The Sets the visibility of the foam texture.

float FoamContactIntensity#

The foam intensity near shores or different objects in water.

float FoamWindIntensity#

The intensity for the foam generated based on the wind direction.

float FoamWindContrast#

The contrast for the foam generated based on the wind direction.

float FoamWhitecapIntensity#

The foam intensity on the white caps.

float FoamWhitecapContrast#

The foam contrast on the white caps.

float FoamPeakIntensity#

The foam intensity on the wave peaks.

float FoamPeakContrast#

The foam contrast on the wave peaks.

float Foam1UVSpeed#

The speed for the second sample of the foam texture.

float Foam1UVScale#

The UV scale for the second sample of the foam texture.

float Foam0UVSpeed#

The speed for the first sample of the foam texture.

float Foam0UVScale#

The UV scale for the first sample of the foam texture.

string FoamTexturePath#

The path to the foam texture.

float DistantWavesBlendMax#

The value representing the maximum amount of distant waves in the crossfade zone where the main geometry waves fade out and distant waves fade in.

float DistantWavesBlendMin#

The value representing the minimum amount of distant waves in the crossfade zone where the main geometry waves fade out and distant waves fade in.

float DistantWavesBlendDistanceEnd#

The fade-in end distance for distant waves.

float DistantWavesBlendDistanceStart#

The fade-in start distance for distant waves.

float DistantWavesIntensity#

The intensity for distant waves.
Notice
Unavailable for modes with Beaufort levels blending.

vec4 DistantWavesUVTransform#

The UV transform for the distant waves normal map.

string DistantWavesTexturePath#

The path to the normal map of the distant waves.

float Detail1Intensity#

The intensity of the first sample of the normal detail texture.

vec2 Detail1UVSpeed#

The speed of the second sample of the normal detail texture.

vec2 Detail1UVSize#

The size of the second sample of the normal detail texture.

float Detail0Intensity#

The intensity of the first sample of the normal detail texture.

vec2 Detail0UVSpeed#

The speed of the first sample of the normal detail texture.

vec2 Detail0UVSize#

The size of the first sample of the normal detail texture.

string DetailTexturePath#

The path to the location of a normal detail texture.

float TextureNormalIntensity#

The intensity of procedurally generated normals. This affects the normals generated for Field Height and Field Shoreline.

float TextureNormalBlur#

The blurring ratio for the procedurally generated normals. This parameter enables you to reduce pixelation of the normal map, and make it less pronounced. It is recommended to use small values for correction, when necessary. This affects the normals generated for Field Height and Field Shoreline.

float GeometryNormalIntensity#

The intensity of normals of the waves.

float Beaufort#

The Beaufort wind force scale value. Available when the Beauforts mode is set.

int NumLayers#

The number of wave layers. Available when the Layers mode is set.

int NumWaves#

The number of simulated waves. Available when the Manual mode is set.

ObjectWaterGlobal.WAVES_MODE WavesMode#

The wave generation mode.

int VisualFieldMask#

The FieldHeight visual mask of the assigned material on the Global Water.

int PhysicsFieldMask#

The FieldHeight physics mask of the assigned material on the Global Water.

ObjectWaterGlobal.STEEPNESS_QUALITY IntersectionSteepnessQuality#

The wave steepness calculation quality used in intersection calculations.

float IntersectionAmplitudeThreshold#

The threshold of amplitude values that will not participate in intersection calculations.

float IntersectionPrecision#

The intersection precision which represents an error between the real value of the water intersection point and the calculated value.

ObjectWaterGlobal.STEEPNESS_QUALITY FetchSteepnessQuality#

The wave steepness calculation quality used in height and normal calculations.

float FetchAmplitudeThreshold#

The threshold for amplitude values that will not participate in height calculations.

float WavesSpeedScale#

The Scale value.

float WindAffect#

The value determining how much the wind direction affects the waves.

float WindDirectionAngle#

The angle that determines the wind direction.

float MeanLevel#

The average Z coordinate of the water object.

float AnimationTime#

The water animation time value for water synchronization.

bool ActiveWater#

The a value indicating if the global water object is active.

Members


ObjectWaterGlobal ( ) #

Constructor. Creates a new global water object.

void SetLayerName ( int layer, string value ) #

Sets a new name for the wave layer. Available when the Layers mode is set.

Arguments

  • int layer - Layer number
  • string value - Name of the layer.

string GetLayerName ( int layer ) #

Returns the name of the wave layer. Available when the Layers mode is set.

Arguments

  • int layer - Layer number

Return value

Name of the layer

void SetLayerWeight ( int layer, float value ) #

Sets a weight for a given wave layer. This value determines how much the given layer affects the final wave form. It can be used for smooth transitions between the states of water. Available when the Layers mode is set.

Arguments

  • int layer - Layer number
  • float value - Layer weight

float GetLayerWeight ( int layer ) #

Returns the current weight of the wave layer. This value determines how much the given layer affects the final wave form. Available when the Layers mode is set.

Arguments

  • int layer - Layer number

Return value

Weight of the layer.

void SetLayerDirectionAngleVariance ( int layer, float value ) #

Sets a variance value of the wave direction angle for a given wave layer. Available when the Layers mode is set.

Arguments

  • int layer - Layer number
  • float value - Variance value.

float GetLayerDirectionAngleVariance ( int layer ) #

Returns the current variance value of the wave direction angle for a given wave layer. Available when the Layers mode is set.

Arguments

  • int layer - Layer number

Return value

Variance value.

void SetLayerSteepnessScale ( int layer, float value ) #

Sets a steepness scale value for a given wave layer. Available when the Layers mode is set.

Arguments

  • int layer - Layer number
  • float value - Steepness scale value.

float GetLayerSteepnessScale ( int layer ) #

Returns the current steepness scale value for a given wave layer. Available when the Layers mode is set.

Arguments

  • int layer - Layer number

Return value

Steepness scale value.

void SetLayerAmplitudeRange ( int layer, vec2 value ) #

Sets a range of wave amplitudes for a given wave layer. Available when the Layers mode is set.

Arguments

  • int layer - Layer number.
  • vec2 value - Amplitude range.

vec2 GetLayerAmplitudeRange ( int layer ) #

Returns the current range of wave amplitudes of a given wave layer. Available when the Layers mode is set.

Arguments

  • int layer - Layer number.

Return value

Amplitude range.

void SetLayerLengthRange ( int layer, vec2 value ) #

Sets a range of wave lengths for a given wave layer. Available when the Layers mode is set.

Arguments

  • int layer - Layer number
  • vec2 value - Length range.

vec2 GetLayerLengthRange ( int layer ) #

Returns the current range of wave lengths of a given wave layer. Available when the Layers mode is set.

Arguments

  • int layer - Layer number

Return value

Length range.

void SetLayerNumWaves ( int layer, int num ) #

Sets the number of waves for a given wave layer. Available when the Layers mode is set.

Arguments

  • int layer - Layer number
  • int num - Number of waves.

int GetLayerNumWaves ( int layer ) #

Returns the number of waves on a given wave layer. Available when the Layers mode is set.

Arguments

  • int layer - Layer number

Return value

Number of waves.

bool IsLayerEnabled ( int layer ) #

Returns a value indicating if a given wave layer is enabled. Available when the Layers mode is set.

Arguments

  • int layer - Layer number

Return value

1 if the layer is enabled; otherwise, 0.

void SetLayerEnabled ( int layer, bool enabled ) #

Enables or disables a given wave layer. Available when the Layers mode is set.

Arguments

  • int layer - Layer number
  • bool enabled - 1 to enable the layer, 0 to disable it.

void SwapLayer ( int num_0, int num_1 ) #

Swaps two specified wave layers. Available when the Layers mode is set.

Arguments

  • int num_0 - Layer1 number.
  • int num_1 - Layer2 number.

void RemoveLayer ( int layer ) #

Removes a given wave layer. Available when the Layers mode is set.

Arguments

  • int layer - Layer number

int AddLayer ( ) #

Appends a new wave layer. Available when the Layers mode is set.

Return value

Number of the new added layer.

void SetWavePhaseOffset ( int index, float value ) #

Sets the phase offset parameter for a given wave. Available when the Manual mode is set.

Arguments

  • int index - Wave number.
  • float value - Phase offset parameter value in radians in range [0; 2pi].

float GetWavePhaseOffset ( int index ) #

Returns the value of the Phase Offset parameter of a wave. Available when the Manual mode is set.

Arguments

  • int index - Wave number.

Return value

Phase offset parameter value in radians in range [0; 2pi].

void SetWaveDirectionAngle ( int index, float value ) #

Sets direction (angle of spreading) for a given wave:
  • If 0 is specified, the wave spreads along the Y axis and is parallel to the X axis.
  • If a positive value is specified, the wave direction is slanted counterclockwise relative to its initial spread.
  • If a negative value is specified, the wave is rotated clockwise.

Available when the Manual mode is set.

Arguments

  • int index - Wave number.
  • float value - Angle, in degrees. Both positive and negative values are acceptable.

float GetWaveDirectionAngle ( int index ) #

Returns direction (angle of spreading) of a given wave. Available when the Manual mode is set.

Arguments

  • int index - Wave number.

Return value

Angle, in degrees.

void SetWaveSteepness ( int index, float value ) #

Sets the steepness value for a given wave. Available when the Manual mode is set.

Arguments

  • int index - Wave number.
  • float value - Steepness value.

float GetWaveSteepness ( int index ) #

Returns the current steepness value of the given wave. Available when the Manual mode is set.

Arguments

  • int index - Wave number.

Return value

Steepness value.

void SetWaveAmplitude ( int index, float value ) #

Sets the distance between the highest and the lowest peaks for a given wave. It sets the wave form along with the setWaveLength() function. The higher the value is, the higher the waves are. Available when the Manual mode is set.

Arguments

  • int index - Wave number.
  • float value - Amplitude, in units.

float GetWaveAmplitude ( int index ) #

Returns the distance between the highest and the lowest peaks for the given wave. Available when the Manual mode is set.

Arguments

  • int index - Wave number.

Return value

Amplitude, in units.

void SetWaveLength ( int index, float value ) #

Sets the distance between successive crests for a given wave. The higher the length value is, the broader the waves are. Available when the Manual mode is set.

Arguments

  • int index - Wave number.
  • float value - Length, in units.

float GetWaveLength ( int index ) #

Returns the distance between successive crests of the given wave. Available when the Manual mode is set.

Arguments

  • int index - Wave number.

Return value

Length, in units.

void RemoveWave ( int index ) #

Removes the wave having a specified number. Available when the Manual mode is set.

Arguments

  • int index - Wave number.

int AddWave ( float length, float amplitude, float steepness, float direction_angle, float phase ) #

Adds a wave if the Manual mode is set.

Arguments

  • float length - Wave length.
  • float amplitude - Wave amplitude.
  • float steepness - Wave steepness.
  • float direction_angle - Angle of the wave direction in degrees. At 0 angle the wave will be directed along the X-axis.
  • float phase - Phase offset of the wave in radians (0 to 2pi).

Return value

Number of the added wave.

static int type ( ) #

Returns the type of the node.

Return value

Object type identifier.

float FetchHeight ( vec3 position ) #

Returns a height offset of the specified point relative to the current water level calculated at this point. E.g. in case the specified point is (0, 0, -3) and the current water level calculated for this point is equal to 5, the function shall return 8.

Notice
In case of higher Beaufort levels (resulting in significant wave steepness and height differences on the water surface), calculation results may differ from visual representation (e.g. calculated water level may be greater the actual value). To avoid it and increase precision, adjust calculation quality.

Arguments

  • vec3 position - Point position coordinates.

Return value

Height offset of the specified point relative to the current water level calculated at this point, in meters.

vec3 FetchNormal ( vec3 position ) #

Returns a normal vector to the water surface at the specified point (to orient objects along the waves normals).
Notice
In case of higher Beaufort levels (resulting in significant wave steepness and height differences on the water surface), calculation results may differ from visual representation (e.g. calculated water level may be greater the actual value). To avoid it and increase precision, adjust calculation quality.

Arguments

  • vec3 position - Point position coordinates.

Return value

Normal vector.

void TakeSyncData ( Stream stream ) #

Writes wave synchronization data to the specified stream.

Arguments

  • Stream stream - Stream to which wave synchronization data is to be written.

void ApplySyncData ( Stream stream ) #

Reads wave synchronization data from the specified stream and applies it to the wave system.

Arguments

  • Stream stream - Stream with wave synchronization data to be applied.

void SetDecalsSoftInteraction ( float interaction ) #

Sets a new soft intersection of water with decals.

Arguments

  • float interaction - Soft intersection value.

float GetDecalsSoftInteraction ( ) #

Returns the current soft intersection of water with decals.

Return value

Soft intersection value.

void SetWavesSpeedScale ( float scale ) #

Sets a scale value that affects the speed of all the waves. The resulting wave speed is calculated as sqrt(gravity * 2 * pi / wave_length) * waves_speed_scale, where gravity = 9.81 m/s2.

Arguments

  • float scale - Scale value.

float GetWavesSpeedScale ( ) #

Returns the current scale value that affects the speed of all the waves.

Return value

Scale value.
Last update: 2024-12-13
Build: ()