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
Режимы вывода изображения
Физика
Браузер SDK 2
Лицензирование и типы лицензий
Дополнения (Add-Ons)
Демонстрационные проекты
API Samples
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
Унифицированный язык шейдеров UUSL (Unified UNIGINE Shader Language)
Плагины
Форматы файлов
Материалы и шейдеры
Rebuilding the Engine Tools
Интерфейс пользователя (GUI)
Двойная точность координат
API
Animations-Related Classes
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
VR-Related Classes
Работа с контентом
Оптимизация контента
Материалы
Визуальный редактор материалов
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Учебные материалы

Unigine::LandscapeLayerMap Class

Header: #include <UnigineObjects.h>
Inherits from: 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.

Source code (C++)
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


static LandscapeLayerMapPtr create ( ) #

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 ( ) const#

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 ( ) const#

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 setIntersectionBicubicFilter ( bool filter ) #

Sets a value indicating if bicubic filtering is enabled for height texture (collision and intersection detection and fetch requests) and normals texture (intersection detection and fetch requests).

Arguments

  • bool filter - true to enable bicubic filtering is enabled for height texture (collision and intersection detection and fetch requests) and normals texture (intersection detection and fetch requests), false - to disable it.

bool isIntersectionBicubicFilter ( ) const#

Returns a value indicating if bicubic filtering is enabled for height texture (collision and intersection detection and fetch requests) and normals texture (intersection detection and fetch requests).

Return value

true if bicubic filtering is enabled for height texture (collision and intersection detection and fetch requests) and normals texture (intersection detection and fetch requests); 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 ( ) const#

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.
Notice
Disabling this option for a single

Arguments

  • bool culling - true to use the layer map for culling, false - to ignore it.

bool isCulling ( ) const#

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 ( ) const#

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 - The two-component vector (X, Y) defining the size of the landscape layer map along X and Y axes, in units.

Math::Vec2 getSize ( ) const#

Returns the current size of the landscape layer map.

Return value

The 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 - The scale factor used for heights data.

float getHeightScale ( ) const#

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

The scale factor used for heights data.

Math::Vec2 getTexelSize ( ) const#

Returns the current texel size for the landscape layer map textures.

Return value

The two-component vector (X, Y) defining the size of the texel of the landscape layer map textures along X and Y axes.

bool isInit ( ) const#

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).

Return value

The two-component vector (X, Y) defining the minimum (X) and maximum (Y) height of the landscape layer map.

static int type ( ) #

Returns the type of the node.

Return value

LandscapeLayerMap type identifier.

Math::ivec2 getResolution ( ) const#

Returns the current landscape map resolution.

Return value

The two-component vector (X, Y) representing landscape map resolution along X and Y axes, in pixels.

void setFadeAttenuation ( const Math::vec2 & attenuation ) #

Sets a new fade attenuation of landscape layer map. This parameter defines the distance of the map transparency attenuation, starting from the edge of the map.

Arguments

  • const Math::vec2 & attenuation - The two-component vector (X, Y) defining the fade attenuation of the landscape layer map along X and Y axes.

Math::vec2 getFadeAttenuation ( ) const#

Returns the current fade attenuation for the landscape layer map. This parameter defines the distance of the map transparency attenuation, starting from the edge of the map.

Return value

The two-component vector (X, Y) defining the fade attenuation of the landscape layer map along X and Y axes.

bool isEnabledHeight ( ) const#

Returns the value specifying if heightmap data is enabled for the landscape layer map.

Return value

true if heightmap data is enabled for the landscape layer map; otherwise, false.

bool isEnabledAlbedo ( ) const#

Returns the value specifying if albedo data is enabled for the landscape layer map.

Return value

true if albedo data is enabled for the landscape layer map; otherwise, false.

bool isEnabledMask ( int mask ) const#

Returns the value specifying if the specified mask is enabled for the landscape layer map.

Arguments

  • int mask - Mask index.

Return value

true if the specified mask is enabled for the landscape layer map; otherwise, false.

bool isEnabledOpacityHeight ( ) const#

Returns the value specifying if heightmap with an additional opacity mask applied is enabled for the landscape layer map.

Return value

true if heightmap with an opacity mask is enabled for the landscape layer map; otherwise, false.

bool isEnabledOpacityAlbedo ( ) const#

Returns the value specifying if albedo data with an additional opacity mask applied is enabled for the landscape layer map.

Return value

true if heightmap with an opacity mask is enabled for the landscape layer map; otherwise, false.

bool isEnabledOpacityMask ( int mask ) const#

Returns the value specifying if the specified mask with an additional opacity mask applied is enabled for the landscape layer map.

Arguments

  • int mask - Mask index.

Return value

true if heightmap with an opacity mask is enabled for the landscape layer map; otherwise, false.

Landscape::BLENDING_MODE getHeightBlending ( ) const#

Returns the blending mode set for the height data.

Return value

The blending mode, one of the Landscape::BLENDING_MODE values.

Landscape::BLENDING_MODE getAlbedoBlending ( ) const#

Returns the blending mode set for the albedo data.

Return value

The blending mode, one of the Landscape::BLENDING_MODE values.

Landscape::BLENDING_MODE getMaskBlending ( int mask ) const#

Returns the blending mode set for the mask data.

Arguments

  • int mask - Mask index.

Return value

The blending mode, one of the Landscape::BLENDING_MODE values.

Math::vec2 getHeightFadeAttenuation ( ) const#

Returns the current fade attenuation for height data of the landscape map. This parameter defines the distance of the transparency attenuation starting from the edge of the map.

Return value

The two-component vector (X, Y) defining the fade attenuation of the height data along X and Y axes.

Math::vec2 getAlbedoFadeAttenuation ( ) const#

Returns the current fade attenuation for albedo data of the landscape map. This parameter defines the distance of the transparency attenuation starting from the edge of the map.

Return value

The two-component vector (X, Y) defining the fade attenuation of the albedo data along X and Y axes.

Math::vec2 getMaskFadeAttenuation ( int mask ) const#

Returns the current fade attenuation for the data of the specified detail mask. This parameter defines the distance of the transparency attenuation starting from the edge of the map.

Arguments

  • int mask - Mask index.

Return value

The two-component vector (X, Y) defining the fade attenuation of the detail mask data along X and Y axes.

bool isCompressed ( ) const#

Returns the value indicating if the landscape layer map is compressed.

Return value

true if the landscape layer map is compressed; otherwise, false.
Last update: 13.12.2024
Build: ()