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Unigine.PhysicalNoise Class

Inherits:Physical

A PhysicalNoise class is used to simulate a force field affecting physical bodies and particles based on a volumetric noise texture. It creates an additional distribution flow specifying the force and the displacement direction for bodies and particles at each point of the force field.

Notice
  • The physical noise can affect only a cloth, a rope or a rigid body. Also you should remember that a rigid body requires a shape to be assigned.
  • The physical noise will affect particles only if their physical mass is nonzero.

Usage Example

In this example a physical noise node and 50 boxes, each with a body and a shape, are created. Generated boxes fall down under the set gravity and are affected by the physical noise as they get into it.

Source code (C#)
// AppWorldLogic.cs

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

using Unigine;

namespace UnigineApp
{
	class AppWorldLogic : WorldLogic
	{
        
        // declaring a PhysicalNoise node
        PhysicalNoise physical_noise;

        /// function, creating a named box having a specified size, color and transformation with a body and a shape
        ObjectMeshDynamic createBodyBox(string name, vec3 size, float mass, vec4 color, dmat4 transform)
        {
	        // creating geometry and setting up its parameters (name, material, property and transformation)
	        ObjectMeshDynamic box = Primitives.createBox(size);
	        box.setWorldTransform(transform);
	        box.setMaterial("mesh_base", "*");
	        box.setMaterialParameter("albedo_color", color, 0);
	        box.setProperty("surface_base", "*");
	        box.setName(name);

	        // adding physics, i.e. a rigid body and a box shape with specified mass
	        BodyRigid body = new BodyRigid(box.getObject());
	        body.addShape(new ShapeBox(size).getShape(), MathLib.translate(new vec3(0.0f)));
	        box.getBody().getShape(0).setMass(mass);

	        // setting the physical mask for the body
            body.setPhysicalMask(1);
	        
            // releasing the node and passing it to the editor as a run-time node
	        box.release();
	        Editor.get().addNode(box.getNode(), 1);

	        return box;
        }

		/* .. */
		
		public override int init()
		{
           	// setting up physics parameters (gravity, linear and angular velocity)
	        Physics.get().setGravity(new vec3(0.0f, 0.0f, -1.0f));
	        Physics.get().setFrozenLinearVelocity(0.1f);
	        Physics.get().setFrozenAngularVelocity(0.1f);

	        // setting up player's parameters
	        Game.get().getPlayer().setWorldPosition(new dvec3(0.0f, 90.0f, 70.0f));
			Game.get().getPlayer().setDirection(new vec3(0.0f, -1.0f, -0.7f), new vec3(0.0f, 0.0f, -1.0f));

			// creating a physical noise node with a size of 60x60x60
			physical_noise = new PhysicalNoise(new vec3(60.0f));

			// setting the force multiplier
			physical_noise.setForce(50.0f);

			// setting the threshold distance
			physical_noise.setThreshold(new vec3(0.0f));
	
			// setting the physical mask
			physical_noise.setPhysicalMask(1);
	
			//setting up noise texture generation parameters (scale, frequency, size)
			physical_noise.setNoiseScale(0.2f);
			physical_noise.setFrequency(4);
			physical_noise.setImageSize(16);
	
			// setting the sampling step equal to 20
			physical_noise.setStep(new vec3(20.0f));

			// releasing the physical noise node and passing it to the editor as a run-time node
			physical_noise.release();
			Editor.get().addNode(physical_noise.getNode(), 1);
	
			// enabling the Visualizer to show our physical noise
			Visualizer.get().setEnabled(1);
	
			//generating 50 boxes with rigid bodies and shapes assigned
			for (int i = 0; i < 50; i++) {
				dvec3 position = new dvec3(Game.get().getRandomDouble(-50.0f, 50.0f), Game.get().getRandomDouble(-50.0f, 50.0f), 40.0f);
				vec4 color = new vec4(Game.get().getRandomFloat(0.0f, 1.0f), Game.get().getRandomFloat(0.0f, 1.0f), Game.get().getRandomFloat(0.0f, 1.0f), Game.get().getRandomFloat(0.0f, 1.0f));
				createBodyBox("box", new vec3(1.0f), 1.0f, color, MathLib.translate(position));
			}

			return 1;
		}

		// start of the main loop
		public override int update()
		{
            
            // rendering visualizer for the physical noise node
            physical_noise.renderVisualizer();

			return 1;
		}
		
		/* .. */
	}
}

See Also

PhysicalNoise Class

Members


static PhysicalNoise(vec3 size)

Constructor. Creates a physical noise node of the specified size.

Arguments

  • vec3 size - Physical noise box size in units.

PhysicalNoise cast(Node node)

Casts a PhysicalNoise out of the Node instance.

Arguments

  • Node node - Node instance.

Return value

PhysicalNoise instance.

PhysicalNoise cast(Physical base)

Casts a PhysicalNoise out of the Physical instance.

Arguments

  • Physical base - Physical instance.

Return value

PhysicalNoise instance.

void setForce(float force)

Sets the value of the force multiplier.

Arguments

  • float force - Force multiplier. The higher the value is, the higher the value of the resulting force that affects an object inside the physical noise node will be.

float getForce()

Returns the value of the force multiplier.

Return value

Force multiplier. The higher the value is, the higher the value of the resulting force that affects an object inside the physical noise node will be.

void setFrequency(int frequency)

Sets the number of octaves for the Perlin noise texture generation.
Notice
It is not recommended to change this parameter in run-time as the noise texture will be regenerated and the performance will decrease.

Arguments

  • int frequency - Number of octaves for the Perlin noise texture generation. The minimum value is 1, the maximum value is 16. The higher the value is, the more details the noise texture has.

int getFrequency()

Returns the number of octaves for the Perlin noise texture generation.
Notice
It is not recommended to change this parameter in run-time as the noise texture will be regenerated and the performance will decrease.

Return value

Number of octaves for the Perlin noise texture generation. The minimum value is 1, the maximum value is 16. The higher the value is, the more details the noise texture has.

Image getImage()

Returns the noise texture image.

Return value

Noise texture image.

void setImageSize(int size)

Sets the size of the noise texture in pixels.

Arguments

  • int size - Size of the noise texture in pixels.

int getImageSize()

Returns the size of the noise texture in pixels.

Return value

Size of the noise texture in pixels.

void setNoiseScale(float scale)

Sets the scale of the noise texture.
Notice
It is not recommended to change this parameter in run-time as the noise texture will be regenerated and the performance will decrease.

Arguments

  • float scale - Scale of the noise texture. The minimum value is 0, the maximum value is 1.

float getNoiseScale()

Returns the scale of the noise texture.

Return value

Scale of the noise texture. The minimum value is 0, the maximum value is 1.

void setOffset(vec3 offset)

Sets the sampling offset that will be used for pixel sampling from the noise texture.
Notice
This parameter can be used to animate a force field in run-time.

Arguments

  • vec3 offset - Sampling offset along the X, Y and Z axes.

vec3 getOffset()

Returns the sampling offset that is used for pixel sampling from the noise texture.
Notice
This parameter can be used to animate a force field in run-time.

Return value

Sampling offset along the X, Y and Z axes.

void setSize(vec3 size)

Sets the size for the physical noise node.

Arguments

  • vec3 size - Size of the physical noise box in units. If a negative value is provided, 0 will be used instead.

vec3 getSize()

Returns the current size of the physical noise node.

Return value

Size of the physical noise box in units.

void setStep(vec3 step)

Sets the sampling step that is used for pixel sampling from the noise texture.
Notice
This parameter can be used to animate a force field in run-time.

Arguments

  • vec3 step - Sampling step size along the X, Y and Z axes.

vec3 getStep()

Returns the sampling step that is used for pixel sampling from the noise texture.
Notice
This parameter can be used to animate a force field in run-time.

Return value

Sampling step size along the X, Y and Z axes.

void setThreshold(vec3 threshold)

Sets a threshold distance set for the physical noise node. The threshold determines the distance of gradual change from zero to full force value. This values are relative to the size of the physical noise box. It means that the threshold values should be less than the size of the physical noise box.

Arguments

  • vec3 threshold - Threshold distance along the X, Y and Z axes.

vec3 getThreshold()

Returns the threshold distance set for the physical noise node. The threshold determines the distance of gradual change from zero to full force value. This values are relative to the size of the physical noise box. It means that the threshold values should be less than the size of the physical noise box.

Return value

int type()

Returns the type of the node.

Return value

PhysicalNoise type identifier.
Last update: 2018-06-04
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