Unigine::LandscapeLayerMap Class
Header: | #include <UnigineObjects.h> |
Inherits: | Node |
This class is used to manage landscape layer maps of the Landscape Terrain object. Landscape layer map data (height, albedo, masks, settings) is stored in a .lmap file (see the LandscapeMapFileCreator and LandscapeMapFileSettings classes). A landscape map has a single resolution and density, and cannot have insets. Insets are created by adding a high-resolution landscape layer map above the low-resolution one.
Several maps can be blended with each other. Blending parameters for the landscape layer map are controlled via the corresponding methods of the LandscapeMapFilesettings class.
Maximum and Minimum Terrain Height#
This example demonstrates how to obtain minimum and maximum height values for the whole Landscape Terrain (all layer maps) along with the enclosing bounding box. For this puprose we should find all LandscapeLayerMap objects in the World, extend a bounding box to enclose all of them, and use the getExtremumHeight() method to get minimum and maximum height values.
WorldBoundBox b;
float min = 99999, max = -9999;
Vector<NodePtr> v;
World::getNodes(v);
for (auto & it : v)
{
if (it->getType() == Node::LANDSCAPE_LAYER_MAP)
{
b.expand(it->getWorldBoundBox());
auto ext = checked_ptr_cast<LandscapeLayerMap>(it)->getExtremumHeight();
if (ext.x < min)
min = ext.x;
if (ext.y > max)
max = ext.y;
}
}
vec3 minp = vec3(b.getMin());
vec3 maxp = vec3(b.getMax());
minp.z = min;
maxp.z = max;
BoundBox bb = BoundBox(minp, maxp);
Visualizer::renderBoundBox(bb, Mat4::IDENTITY, vec4::RED);
LandscapeLayerMap Class
Members
LandscapeLayerMap ( ) #
The LandscapeLayerMap constructor.void setPath ( const char * path ) #
Sets a new path to the *.lmap file containing landscape map data.Arguments
- const char * path - New path to the *.lmap file with landscape map data.
const char * getPath ( ) #
Returns the current path to the *.lmap file containing landscape map data.Return value
Path to the *.lmap file containing landscape map data.UGUID getGUID ( ) #
Returns the GUID of the LandscapeLayerMap node.Return value
GUID of the LandscapeLayerMap node.void setIntersection ( bool intersection ) #
Sets a value indicating if intersection detection is enabled for the landscape layer map.Arguments
- bool intersection - true to enable intersection detection for the landscape layer map, false - to disable it.
bool isIntersection ( ) #
Returns a value indicating if intersection detection is enabled for the landscape layer map.Return value
true if intersection detection for the landscape layer map is enabled; otherwise, false.void setCollision ( bool collision ) #
Sets a value indicating if collision detection is enabled for the landscape layer map.Arguments
- bool collision - true to enable collision detection for the landscape layer map, false - to disable it.
bool isCollision ( ) #
Returns a value indicating if collision detection is enabled for the landscape layer map.Return value
true if collision detection for the landscape layer map is enabled; otherwise, false.void setCulling ( bool culling ) #
Sets a value indicating if heights data of the layer map is to be used for culling precalculation. In order to define which parts of the terrain are to be rendered a culling test is required. This test is performed on the basis of a precalculated low-detail height map, combining heights data of all landscape layer maps having a significant impact on the result. Precalculation is performed on the CPU side, so processing a large number of landscape layer maps may reduce performance. Moreover, some layer maps may be used as decals (i.e. their impact on the resulting height map is insignificant). For such cases you can simply disable this option to avoid unnecessary calculations.Arguments
- bool culling - true to use the layer map for culling, false - to ignore it.
bool isCulling ( ) #
Returns a value indicating if heights data of the layer map is to be used for culling precalculation. In order to define which parts of the terrain are to be rendered a culling test is required. This test is performed on the basis of a precalculated low-detail height map, combining heights data of all landscape layer maps having a significant impact on the result. Precalculation is performed on the CPU side, so processing a large number of landscape layer maps may reduce performance. Moreover, some layer maps may be used as decals (i.e. their impact on the resulting height map is insignificant). For such cases you can simply disable this option to avoid unnecessary calculations.Return value
true if heights data of the layer map is to be used for culling precalculation; otherwise, false.void setOrder ( int order ) #
Returns a new rendering order for the landscape layer map. A map with a higher order value shall be rendered above the ones with lower ones.Arguments
- int order - New rendering order to be set for the landscape layer map.
int getOrder ( ) #
Sets the current rendering order for the landscape layer map. A map with a higher order value shall be rendered above the ones with lower ones.Return value
Current rendering order of the landscape layer map.void setSize ( const Math::Vec2 & size ) #
Sets a new size for the landscape layer map.Arguments
- const Math::Vec2 & size - Two-component vector (X, Y) defining the size of the landscape layer map along X and Y axes, in units.
Math::Vec2 getSize ( ) #
Returns the current size of the landscape layer map.Return value
Two-component vector (X, Y) defining the size of the landscape layer map along X and Y axes, in units.void setHeightScale ( float scale ) #
Sets a new scale factor to be used for heights data. Height values of landscape layer map are multiplied by this value during terrain rendering.Arguments
- float scale - Scale factor used for heights data.
float getHeightScale ( ) #
Returns the current scale factor used for heights data. Height values of landscape layer map are multiplied by this value during terrain rendering.Return value
Scale factor used for heights data.Math::Vec2 getTexelSize ( ) #
Returns the current texel size for the landscape layer map textures.Return value
Two-component vector (X, Y) defining the size of the texel of the landscape layer map textures along X and Y axes.bool isInit ( ) #
Returns a value indicating if the landscape layer map is initialized.Return value
true if async operation is completed; otherwise, false.Math::Vec2 getExtremumHeight ( float precision = 1.0f ) #
Returns the minimum and maximum height of the landscape layer map as a two-component vector.Arguments
- float precision - Precision value in the [0.0f, 1.0f] range. The default value is 1.0f (maximum).