Unigine.ObjectBillboards Class
Inherits from: | 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.
ObjectBillboards Class
Properties
int NumBillboards#
int DepthSort#
Members
ObjectBillboards ( ) #
Constructor. Creates a new Billboards object.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 in range from 0 to the total number of billboards.
Return value
Billboard angle in degrees. The default is 0 degrees.void SetBillboardPosition ( int num, vec3 position ) #
Sets the new position for the specified billboard.Arguments
- int num - Billboard number in range from 0 to the total number of billboards.
- vec3 position - Billboard position coordinates.
vec3 GetBillboardPosition ( int num ) #
Returns the position of the specified billboard.Arguments
- int num - Billboard number in range from 0 to the total number of billboards.
Return value
Billboard position coordinates.void SetHeight ( int num, float height ) #
Updates a height of a given billboard.Arguments
- int num - Billboard number in range from 0 to the total number of billboards.
- 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 in range from 0 to the total number of billboards.
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.void SetTexCoord ( int num, vec4 texcoord ) #
Updates texture coordinates of a given billboard. The default is vec4(1,1,0,0).- The first pair of coordinates (x and x) sets 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 in range from 0 to the total number of billboards.
- vec4 texcoord - Texture coordinates.
vec4 GetTexCoord ( int num ) #
Returns the texture coordinates of a given billboard. The default is vec4(1,1,0,0).- The first pair of coordinates (x and x) sets 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 in range from 0 to the total number of billboards.
Return value
Texture coordinates.void SetWidth ( int num, float width ) #
Updates a width of a given billboard.Arguments
- int num - Billboard number in range from 0 to the total number of billboards.
- 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 in range from 0 to the total number of billboards.
Return value
Width of the billboard, in units.int AddBillboard ( float width, float height ) #
Adds a billboard with given width and height to be managed by the Billboards object. A position, texture coordinates and an angle of the new billboard are set to default:- position is set to vec3(0,0,0)
- texture coordinates are set to vec4(1,1,0,0)
- angle is set to 0.
Arguments
- float width - Width of the billboard, in units.
- float height - Height of the billboard, in units.
Return value
Number of the added billboard.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 to be created in the allocated buffer.
void ClearBillboards ( ) #
Deletes all billboards from the Billboards object.void RemoveBillboard ( int num ) #
Deletes a given billboard from Billboards object.Arguments
- int num
static int type ( ) #
Returns the type of the node.Return value
Object type identifier.bool SaveStateSelf ( Stream stream ) #
Saves the object's state to the specified stream.Saving into the stream requires creating a blob to save into. To restore the saved state the RestoreStateSelf() method is used:
// initialize a node and set its state
//...//
// save state
Blob blob_state = new Blob();
billboards1.SaveStateSelf(blob_state);
// change the node state
//...//
// restore state
blob_state.SeekSet(0); // returning the carriage to the start of the blob
billboards1.RestoreStateSelf(blob_state);
Arguments
- Stream stream - Stream instance.
Return value
true on success; otherwise, false.bool RestoreStateSelf ( Stream stream ) #
Restores the object's state from the specified stream.Restoring from the stream requires creating a blob to save into and saving the state using the SaveStateSelf() method:
// initialize a node and set its state
//...//
// save state
Blob blob_state = new Blob();
billboards1.SaveStateSelf(blob_state);
// change the node state
//...//
// restore state
blob_state.SeekSet(0); // returning the carriage to the start of the blob
billboards1.RestoreStateSelf(blob_state);
Arguments
- Stream stream - Stream instance.
Return value
true on success; otherwise, false.bool SaveStateBillboards ( Stream stream ) #
Saves the state of the object's billboards to the specified stream.Saving into the stream requires creating a blob to save into. To restore the saved state the RestoreStateBillboards() method is used:
// initialize a node and set its state
//...//
// save state
Blob blob_state = new Blob();
billboards1.SaveStateBillboards(blob_state);
// change the node state
//...//
// restore state
blob_state.SeekSet(0); // returning the carriage to the start of the blob
billboards1.RestoreStateBillboards(blob_state);
Arguments
- Stream stream - Stream instance.
Return value
true on success; otherwise, false.bool RestoreStateBillboards ( Stream stream ) #
Restores the state of the object's billboards from the specified stream.Restoring from the stream requires creating a blob to save into and saving the state using the SaveStateBillboards() method:
// initialize a node and set its state
//...//
// save state
Blob blob_state = new Blob();
billboards1.SaveStateBillboards(blob_state);
// change the node state
//...//
// restore state
blob_state.SeekSet(0); // returning the carriage to the start of the blob
billboards1.RestoreStateBillboards(blob_state);
Arguments
- Stream stream - Stream instance.