This page has been translated automatically.
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
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
CIGI Client Plugin
Rendering-Related Classes
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 This version of documentation is OUTDATED, as it describes an older SDK version!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::FieldHeight Class

Header:#include <UnigineFields.h>
Inherits: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
FieldHeightPtr height = FieldHeight::create();
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");
To add the FieldHeight object to UnigineEditor, add the following code:
Source code (C++)
// release ownership of the FieldHeight class
height->release();
// add the FieldHeight to the list of editor nodes
Editor *editor = Editor::get();
editor->addNode(height->getNode());

FieldHeight Class

Members


static FieldHeightPtr create()

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 apropriate function.

Ptr<FieldHeight> cast(const Ptr<Field> & base)

Casts a FieldHeight out of the Field instance.

Arguments

  • const Ptr<Field> & base - Pointer to Field.

Return value

Pointer to FieldHeight.

Ptr<FieldHeight> cast(const Ptr<Node> & node)

Casts a FieldHeight out of the Node instance.

Arguments

  • const Ptr<Node> & node - Pointer to Node.

Return value

Pointer to FieldHeight.

void setAttenuation(float attenuation)

Sets 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. By default the attenuation factor is set to 1.0f.

Arguments

  • float attenuation - Attenuation factor. The higher the value, the less FieldHeight's heights will have influence on the Global Water's object heights.

float getAttenuation()

Returns 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.

Return value

Attenuation factor. The higher the value, the less FieldHeight's heights will have influence on the Global Water's object heights. The default value is 1.0f.

void setTexture(const Ptr<Texture> & texture)

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

Arguments

Texture getTexture()

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

Return value

Texture instance into which the texture will be saved.

int setTextureImage(const Ptr<Image> & image)

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

Arguments

Return value

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

int getTextureImage(const Ptr<Image> & image)

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

Arguments

Return value

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

void setTexturePath(const char * path)

Sets the path to the FieldHeight's heightmap texture.

Arguments

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

const char * getTexturePath()

Returns the path to the FieldHeight's heightmap texture.

Return value

Path to the heightmap texture.

void setPower(float power)

Sets the FieldHeight's power value. The power is a multiplier for loaded heightmap texture values. By default the power is set to 1.0f.

Arguments

  • float power - Power value. The higher the value, the more FieldHeight's heights will have influence on the Global Water's object heights.

float getPower()

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

Return value

Power value. The higher the value, the more FieldHeight's heights will have influence on the Global Water's object heights. The default value is 1.0f.

void setSize(const Math::vec3 & size)

Sets the vec3 size vector of the FieldHeight's object. By default, the size is (1.0f, 1.0f, 1.0f).

Arguments

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

vec3 getSize()

Returns the vec3 size vector of the FieldHeight's object.

Return value

Size vector (x,y,z), where:
  • x value is length of the FieldHeight along X axis (in units),
  • y value is length of the FieldHeight along Y axis (in units),
  • z value is length of the FieldHeight along Z axis (in units).
The default value is ( 1.0f, 1.0f, 1.0f).

int type()

Returns the type of the object.

Return value

FieldHeight type identifier.

void setOrder(int order)

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

Arguments

  • int order - Rendering order to set.

int getOrder()

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

Return value

Rendering order.

void setBlendMode(int mode)

Sets the 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

Arguments

int getBlendMode()

Returns 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

Return value

Blending mode. One of the BLEND_*values.Blending mode. One of the FIELD_HEIGHT_BLEND_*values.

int BLEND_ADDITIVE

Description

Additive blending mode for the height field.

int BLEND_MULTIPLICATIVE

Description

Multiplicative blending mode for the height field.
Last update: 2017-10-20
Build: ()