Unigine::ObjectLandscapeTerrain Class
Header: | #include <UnigineObjects.h> |
Inherits: | Object |
ObjectLandscapeTerrain Class
Members
ObjectLandscapeTerrain ( ) #
The ObjectLandscapeTerrain constructor.void setActiveTerrain ( bool enabled ) #
Sets a value indicating if the landscape terrain is active.Arguments
- bool enabled - true to set the landscape terrain as active, false - to set it as inactive.
bool isActiveTerrain ( ) #
Returns a value indicating if the landscape terrain is active.Return value
true if the landscape terrain is active; otherwise, false.void setCollisionBicubicFilter ( bool filter ) #
Sets a value indicating if height texture bicubic filtering is enabled for collision detection.Arguments
- bool filter - true to enable height texture bicubic filtering for collision detection, false - to disable it.
bool isCollisionBicubicFilter ( ) #
Returns a value indicating if height texture bicubic filtering is enabled for collision detection.Return value
true if height texture bicubic filtering is enabled for collision detection; otherwise, false.void setIntersectionBicubicFilterHeight ( bool height ) #
Sets a value indicating if height texture bicubic filtering is enabled for intersection detection.Arguments
- bool height - true to enable height texture bicubic filtering for intersection detection, false - to disable it.
bool isIntersectionBicubicFilterHeight ( ) #
Returns a value indicating if height texture bicubic filtering is enabled for intersection detection.Return value
true if height texture bicubic filtering is enabled for intersection detection; otherwise, false.void setIntersectionBicubicFilterNormal ( bool normal ) #
Sets a value indicating if normals texture bicubic filtering is enabled for intersection detection.Arguments
- bool normal - true to enable normals texture bicubic filtering for intersection detection, false - to disable it.
bool isIntersectionBicubicFilterNormal ( ) #
Returns a value indicating if normals texture bicubic filtering is enabled for intersection detection.Return value
true if normals texture bicubic filtering is enabled for intersection detection; otherwise, false.void setIntersectionPrecisionBegin ( float begin ) #
Sets a new start precision value to be used for intersection detection. Intersections are detected with a variable precision, starting from lower value and ending up with a higher one.Normally there's no need to modify this value. In case of intersection detection errors you can try tweaking start and end precision values for optimum balance, but be careful as it may significantly affect performance and accuracy.
Arguments
- float begin - Start precision for intersection detection as a fraction of maximum precision in the [0; 1] range. The default value is 0.5f. Maximum precision is determined by the Engine on the basis of the data of your Landscape Terrain.
float getIntersectionPrecisionBegin ( ) #
Returns the current start precision value used for intersection detection. Intersections are detected with a variable precision, starting from lower value and ending up with a higher one.Normally there's no need to modify this value. In case of intersection detection errors you can try tweaking start and end precision values for optimum balance, but be careful as it may significantly affect performance and accuracy.
Return value
Start precision for intersection detection as a fraction of maximum precision in the [0; 1] range. The default value is 0.5f. Maximum precision is determined by the Engine on the basis of the data of your Landscape Terrain.void setIntersectionPrecisionEnd ( float end ) #
Sets a new ending precision value to be used for intersection detection. Intersections are detected with a variable precision, starting from lower value and ending up with a higher one.Normally there's no need to modify this value. In case of intersection detection errors you can try tweaking start and end precision values for optimum balance, but be careful as it may significantly affect performance and accuracy.
Arguments
- float end - End precision for intersection detection as a fraction of maximum precision in the [0; 1] range. The default value is 1.0f. Maximum precision is determined by the Engine on the basis of the data of your Landscape Terrain.
float getIntersectionPrecisionEnd ( ) #
Returns the current end precision value used for intersection detection. Intersections are detected with a variable precision, starting from lower value and ending up with a higher one.Normally there's no need to modify this value. In case of intersection detection errors you can try tweaking start and end precision values for optimum balance, but be careful as it may significantly affect performance and accuracy.
Return value
End precision for intersection detection as a fraction of maximum precision in the [0; 1] range. The default value is 1.0f. Maximum precision is determined by the Engine on the basis of the data of your Landscape Terrain.int getNumDetailMasks ( ) #
Returns the total number of detail masks of the landscape terrain.Return value
Total number of detail masks of the landscape terrain.Ptr<TerrainDetailMask> getDetailMask ( int num ) #
Returns the detail mask by its index. The number of detail masks is fixed and is equal to 20.Arguments
- int num - Detail mask index in the [0; 19] range.
Return value
Detail mask having the specified index.Ptr<TerrainDetailMask> getDetailMaskSortRender ( int num ) #
Returns the detail mask by its rendering order. The number of detail masks is fixed and is equal to 20, masks rendering order is back to front.Arguments
- int num - Detail mask rendering order, in the [0; 19] range.
Return value
Detail mask having the specified rendering order.Ptr<TerrainDetailMask> findDetailMask ( const char * name ) #
Returns a child detail's number by its name. The search is performed among the immediate children only.Arguments
- const char * name - Detail mask name.
Return value
Detail mask having the specified name (if it exists); otherwise, nullptr.void getDetailMasks ( const Vector< Ptr<TerrainDetailMask> > & masks ) #
Builds the list of all detail masks of the landscape terrain and puts them to the specified buffer. The number of detail masks is fixed and is equal to 20.Arguments
- const Vector< Ptr<TerrainDetailMask> > & masks - Buffer to which the list of detail masks it to be put.
void getDetailMasksSortRender ( const Vector< Ptr<TerrainDetailMask> > & masks ) #
Builds the list of all detail masks of the landscape terrain according to their rendering order (back to front) and puts them to the specified buffer. The number of detail masks is fixed and is equal to 20.Arguments
- const Vector< Ptr<TerrainDetailMask> > & masks - Buffer to which the list of detail masks it to be put.
long long getLastStreamingFrame ( ) const#
Returns the number of the frame when the last commit to the Virtual Texture was performed. This method enables you to check if the Landscape Terrain data is loaded completely at the moment (the Virtual Texture is created and the last commit to it is already applied).// AppWorldLogic.cpp
//...
using namespace Unigine;
ObjectLandscapeTerrainPtr terrain;
int AppWorldLogic::init()
{
terrain = checked_ptr_cast<ObjectLandscapeTerrain>(World::getNodeByName("ObjectLandscapeTerrain"));
return 1;
}
int AppWorldLogic::update()
{
if (!terrain.isValid())
return 1;
int64_t last_commit_frame = terrain->getLastStreamingFrame();
if (value == -1)
{
Log::message("The Virtual Texture is not created yet\n");
return 1;
// not ready
}
if ((Game::getFrame() - last_commit_frame) > 0)
{
Log::message("Virtual Texture update is completed (all commits are applied)\n");
// ...
} else
{
Log::message("Virtual Texture update is pending (commit_frame = %d)\n", last_commit_frame);
// ...
}
return 1;
}
Return value
Number of the last streaming frame.static int type ( ) #
Returns the type of the node.Return value
ObjectLandscapeTerrain type identifier.Last update:
09.04.2021
Помогите сделать статью лучше
Была ли эта статья полезной?
(или выберите слово/фразу и нажмите Ctrl+Enter