This page has been translated automatically.
Видеоуроки
Интерфейс
Основы
Продвинутый уровень
Подсказки и советы
Основы
Программирование на C#
Рендеринг
Профессиональный уровень (SIM)
Принципы работы
Свойства (properties)
Компонентная Система
Рендер
Физика
Редактор UnigineEditor
Обзор интерфейса
Работа с ассетами
Контроль версий
Настройки и предпочтения
Работа с проектами
Настройка параметров ноды
Setting Up Materials
Настройка свойств
Освещение
Sandworm
Использование инструментов редактора для конкретных задач
Расширение функционала редактора
Встроенные объекты
Ноды (Nodes)
Объекты (Objects)
Эффекты
Декали
Источники света
Geodetics
World-ноды
Звуковые объекты
Объекты поиска пути
Player-ноды
Программирование
Основы
Настройка среды разработки
Примеры использования
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Плагины
Форматы файлов
Материалы и шейдеры
Rebuilding the Engine Tools
Интерфейс пользователя (GUI)
Двойная точность координат
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
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Работа с контентом
Оптимизация контента
Материалы
Визуальный редактор материалов
Сэмплы материалов
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Учебные материалы
Внимание! Эта версия документация УСТАРЕЛА, поскольку относится к более ранней версии SDK! Пожалуйста, переключитесь на самую актуальную документацию для последней версии SDK.
Внимание! Эта версия документации описывает устаревшую версию SDK, которая больше не поддерживается! Пожалуйста, обновитесь до последней версии SDK.

Unigine::ObjectBillboards Class

Header: #include <UnigineObjects.h>
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

Members


static ObjectBillboardsPtr create ( ) #

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 ) const#

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, const Math::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.
  • const Math::vec3 & position - Billboard position coordinates.

Math::vec3 getBillboardPosition ( int num ) const#

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 setDepthSort ( int sort ) #

Sets a value indicating if billboards should be sorted in the back-to-front order according to their position. This option should be enabled, if alpha blending is used for the billboard material (except for the additive blending).

Arguments

  • int sort - 1 to enable the depth sorting, 0 to disable it. The default is 0.

int getDepthSort ( ) const#

Returns a value indicating whether depth sorting (in the back-to-front order) is enabled for billboards. This option should be enabled, if alpha blending is used for the billboard material (except for the additive blending).

Return value

1 if the depth sorting is enabled; otherwise, 0.

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 ) const#

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, const Math::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.
  • const Math::vec3 & normal - Billboard normal coordinates local to the object.

Math::vec3 getNormal ( int num ) const#

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.

int getNumBillboards ( ) const#

Returns the total number of billboards contained in and managed by Billboards object.

Return value

Number of billboards.

void setTexCoord ( int num, const Math::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.
  • const Math::vec4 & texcoord - Texture coordinates.

Math::vec4 getTexCoord ( int num ) const#

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 ) const#

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 - Billboard number in range from 0 to the total number of billboards.

static int type ( ) #

Returns the type of the node.

Return value

Object type identifier.

bool saveStateSelf ( const Ptr<Stream> & stream ) const#

Saves the object's state to the specified stream.
Notice
This method saves all object's parameters including the list of billboards.To save the object's billboards only, use saveStateBillboards().

Saving into the stream requires creating a blob to save into. To restore the saved state the restoreStateSelf() method is used:

Source code (C++)
// initialize a node and set its state
//...//

// save state
BlobPtr blob_state = Blob::create();
billboards1->saveStateSelf(blob_state);

// change state
//...//

// restore state
blob_state->seekSet(0);				// returning the carriage to the start of the blob
billboards1->restoreStateSelf(blob_state);

Arguments

  • const Ptr<Stream> & stream - Stream smart pointer.

Return value

true on success; otherwise, false.

bool restoreStateSelf ( const Ptr<Stream> & stream ) #

Restores the object's state from the specified stream.
Notice
This method restores all object's parameters including the list of billboards. To restore the object's billboards only, use restoreStateBillboards().

Restoring from the stream requires creating a blob to save into and saving the state using the saveStateSelf() method:

Source code (C++)
// initialize a node and set its state
//...//

// save state
BlobPtr blob_state = Blob::create();
billboards1->saveStateSelf(blob_state);

// change state
//...//

// restore state
blob_state->seekSet(0);				// returning the carriage to the start of the blob
billboards1->restoreStateSelf(blob_state);

Arguments

  • const Ptr<Stream> & stream - Stream smart pointer.

Return value

true on success; otherwise, false.

bool saveStateBillboards ( const Ptr<Stream> & stream ) const#

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:

Source code (C++)
// initialize a node and set its state
//...//

// save state
BlobPtr blob_state = Blob::create();
billboards1->saveStateBillboards(blob_state);

// change state
//...//

// restore state
blob_state->seekSet(0);				// returning the carriage to the start of the blob
billboards1->restoreStateBillboards(blob_state);

Arguments

  • const Ptr<Stream> & stream - Stream smart pointer.

Return value

true on success; otherwise, false.

bool restoreStateBillboards ( const Ptr<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:

Source code (C++)
// initialize a node and set its state
//...//

// save state
BlobPtr blob_state = Blob::create();
billboards1->saveStateBillboards(blob_state);

// change state
//...//

// restore state
blob_state->seekSet(0);				// returning the carriage to the start of the blob
billboards1->restoreStateBillboards(blob_state);

Arguments

  • const Ptr<Stream> & stream - Stream smart pointer.

Return value

true on success; otherwise, false.
Last update: 23.06.2023
Build: ()