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 This version of documentation is OUTDATED, as it describes an older SDK version!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

ObjectBillboards Class

Inherits:Object

Billboards class is used to bake billboards with the same material into one object. (A texture atlas can be applied, if necessary.) This allows you to optimize application performance when rendering a big number of billboards: as the number of texture fetches is reduced and the spatial tree is less cluttered, rendering is sped up.

The following samples demonstrate the ObjectBillboards class usage:

ObjectBillboards Class

Members


static ObjectBillboards()

Constructor. Creates a new Billboards object.

ObjectBillboards cast(Node node)

Casts an ObjectBillboards out of the Node instance.

Arguments

  • Node node - Node instance.

Return value

ObjectBillboards instance.

ObjectBillboards cast(Object base)

Casts an ObjectBillboards out of the Object instance.

Arguments

  • Object base - Object instance.

Return value

ObjectBillboards instance.

void setAngle(int num, float angle)

Updates an angle of a given billboard, which is used to set the billboard orientation.

Arguments

  • int num - Billboard number in range from 0 to the total number of billboards.
  • float angle - Billboard angle in degrees to set the billboard orientation. Positive values rotate the billboard clockwise, negative ones rotate it counter-clockwise.

float getAngle(int num)

Returns the current orientation of a given billboard. Positive values mean clockwise rotated billboard, negative ones mean counter-clockwise rotation.

Arguments

  • int num - Billboard number.

Return value

Angle in degrees.

void setBillboardPosition(int num, vec3 position)

Arguments

  • int num
  • vec3 position

vec3 getBillboardPosition(int num)

Arguments

  • int num

void setDepthSort(int sort)

Sets a value indicating if billboards should be sorted in the back-to-front order according to their position. This option should be enabled, if alpha blending is used for the billboard material (except for the additive blending).

Arguments

  • int sort - Positive number to enable depth sorting; 0 to disable.

int getDepthSort()

Returns a value indicating whether depth sorting (in the back-to-front order) is enabled for billboards. This option should be enabled, if alpha blending is used for the billboard material (except for the additive blending).

Return value

1 if the depth sorting is enabled; otherwise, 0.

void setHeight(int num, float height)

Sets the height of a given billboard.

Arguments

  • int num - Billboard number.
  • float height - Height of the billboard in units.

float getHeight(int num)

Returns the current height of a given billboard.

Arguments

  • int num - Billboard number.

Return value

Height of the billboard in units.

void setNormal(int num, vec3 normal)

Updates a normal vector of a given billboard, which is used to orient billboard (used only with billboards_impostor_base material).

Arguments

  • int num - Billboard number in range from 0 to the total number of billboards.
  • vec3 normal - Billboard normal coordinates local to the object.

vec3 getNormal(int num)

Returns the normal vector of a given billboard (used only with billboards_impostor_base material).

Arguments

  • int num - Billboard number in range from 0 to the total number of billboards.

Return value

Billboard normal coordinates local to the object.

int getNumBillboards()

Returns the total number of billboards contained in and managed by Billboards object.

Return value

Number of billboards.

void setTexCoord(int num, vec4 texcoord)

Sets texture coordinates for a given billboard (a texture atlas can be used).
  • The first pair of coordinates (x and y) set texture scale by X and Y axes. For example, by the scale of 2 the texture is repeated twice on the billboard.
  • The second pair (z and w) set texture offset along X and Y axes. For example, by the offset of 0.5 along X axis the texture is repositioned to the right (so that the edge of the texture is rendered in the center).

Arguments

  • int num - Billboard number.
  • vec4 texcoord - Texture coordinates.

vec4 getTexCoord(int num)

Returns the texture coordinates for for a given billboard (a texture atlas can be used).
  • The first pair of coordinates (x and y) set texture scale by X and Y axes. For example, by the scale of 2 the texture is repeated twice on the billboard.
  • The second pair (z and w) set texture offset along X and Y axes. For example, by the offset of 0.5 along X axis the texture is repositioned to the right (so that the edge of the texture is rendered in the center).

Arguments

  • int num - Billboard number.

Return value

Texture coordinates.

void setWidth(int num, float width)

Sets the width of a given billboard.

Arguments

  • int num - Billboard number.
  • float width - Width of the billboard in units.

float getWidth(int num)

Returns the current width of a given billboard.

Arguments

  • int num - Billboard number.

Return value

Width of the billboard in units.

int addBillboard(float width, float height)

Adds a new billboard to be managed by Billboards object.

Arguments

  • float width - Width of the billboard in units.
  • float height - Height of the billboard in units.

Return value

Added billboard number.

void allocateBillboards(int num)

Allocate a buffer for a given number of billboards to be created. With this function, memory can be allocated once rather than in chunks, making the creation faster.

Arguments

  • int num - The number of billboards that will be stored in a buffer.

void clearBillboards()

Deletes all billboards from Billboards object.

void removeBillboard(int num)

Deletes a given billboard from Billboards object.

Arguments

  • int num - Billboard number.

int type()

Last update: 2017-07-03
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