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Unigine::WorldClutter Class

Header: #include <UnigineWorlds.h>
Inherits from: Node

WorldClutter class allows to randomly position reference nodes according to the mask and using the specified seed. For each node a probability of appearing is set. All nodes in the world clutter are rendered visible only within a specified distance and then fade out. Just like the ObjectGrass, world clutter is rendered in cells.

There are two benefits of using WorldClutter:

  • Instances of nodes that are currently outside the view frustum are not stored in the memory, which provides much more efficient memory usage.
  • Less cluttered spatial tree, which allows, for example, faster collision detection.

You can use a mask to cut out clutter objects in the areas of intersection with other objects and decals (e.g. to remove vegetation under houses or from the surface of roads projected using decals).

See Also#

A UnigineScript API sample <UnigineSDK>/data/samples/worlds/clutter_01

WorldClutter Class

Members

void setCutoutInverse ( int inverse ) #

Sets a new value indicating if the clutter objects is rendered inside or outside the areas determined by the cutout intersection mask.

Arguments

  • int inverse - The flag: 0 for rendering clutter objects outside the areas determined by the cutout intersection mask; 1 for rendering the clutter objects inside these areas.

int getCutoutInverse() const#

Returns the current value indicating if the clutter objects is rendered inside or outside the areas determined by the cutout intersection mask.

Return value

Current flag: 0 for rendering clutter objects outside the areas determined by the cutout intersection mask; 1 for rendering the clutter objects inside these areas.

void setCutoutIntersectionMask ( int mask ) #

Sets a new cutout intersection mask. this mask allows you to cut out clutter objects in the areas of intersection with other objects and decals (e.g. can be used to remove vegetation under houses or from the surface of roads projected using decals). clutter objects will be cut out by objects and decals that have their intersection mask matching this one (one bit at least).
Notice
To set intersection masks the following methods can be used:

Arguments

  • int mask - The mask - an integer, each bit of which is a mask.

int getCutoutIntersectionMask() const#

Returns the current cutout intersection mask. this mask allows you to cut out clutter objects in the areas of intersection with other objects and decals (e.g. can be used to remove vegetation under houses or from the surface of roads projected using decals). clutter objects will be cut out by objects and decals that have their intersection mask matching this one (one bit at least).
Notice
To set intersection masks the following methods can be used:

Return value

Current mask - an integer, each bit of which is a mask.

void setMaskInverse ( int inverse ) #

Sets a new flag indicating if reference nodes are rendered inside or outside the mask mesh contour.

Arguments

  • int inverse - The flag: 0 for rendering reference nodes inside the mesh contour; 1 for rendering them outside.

int getMaskInverse() const#

Returns the current flag indicating if reference nodes are rendered inside or outside the mask mesh contour.

Return value

Current flag: 0 for rendering reference nodes inside the mesh contour; 1 for rendering them outside.

void setMaskMaxValue ( int value ) #

Sets a new maximum mask value for the WorldClutter object.

Arguments

  • int value - The maximum mask value.

int getMaskMaxValue() const#

Returns the current maximum mask value for the WorldClutter object.

Return value

Current maximum mask value.

void setMaskMinValue ( int value ) #

Sets a new minimum mask value for the WorldClutter object.

Arguments

  • int value - The minimum mask value.

int getMaskMinValue() const#

Returns the current minimum mask value for the WorldClutter object.

Return value

Current minimum mask value.

void setMaskFlipY ( int y ) #

Sets a new flag indicating if a mask is flipped by Y axis.

Arguments

  • int y - The positive value for flipping the mask; otherwise, 0.

int getMaskFlipY() const#

Returns the current flag indicating if a mask is flipped by Y axis.

Return value

Current positive value for flipping the mask; otherwise, 0.

void setMaskFlipX ( int x ) #

Sets a new flag indicating if a mask is flipped by X axis.

Arguments

  • int x - The positive value for flipping the mask; otherwise, 0.

int getMaskFlipX() const#

Returns the current flag indicating if a mask is flipped by X axis.

Return value

Current positive value for flipping the mask; otherwise, 0.

void setAngle ( float angle ) #

Sets a new angle cosine that defines the slope steepness appropriate for positioning nodes.

Arguments

  • float angle - The slope angle cosine. The provided value is saturated in range [0;1].

float getAngle() const#

Returns the current angle cosine that defines the slope steepness appropriate for positioning nodes.

Return value

Current slope angle cosine. The provided value is saturated in range [0;1].

void setThreshold ( float threshold ) #

Sets a new density threshold (for a mask) starting from which reference nodes are rendered if placed dense enough.

Arguments

  • float threshold - The density threshold. The provided value is saturated in range [0;1].

float getThreshold() const#

Returns the current density threshold (for a mask) starting from which reference nodes are rendered if placed dense enough.

Return value

Current density threshold. The provided value is saturated in range [0;1].

void setDensity ( float density ) #

Sets a new density factor that defines the number of reference nodes per square unit.

Arguments

  • float density - The density factor. If a negative value is provided, 0 will be used instead.

float getDensity() const#

Returns the current density factor that defines the number of reference nodes per square unit.

Return value

Current density factor. If a negative value is provided, 0 will be used instead.

void setStep ( float step ) #

Sets a new step for cells used to render node references contained in the world clutter.

Arguments

  • float step - The step for clutter cells, in units.

float getStep() const#

Returns the current step for cells used to render node references contained in the world clutter.

Return value

Current step for clutter cells, in units.

void setSizeY ( float y ) #

Sets a new length of the world clutter along the Y-coordinate.

Arguments

  • float y - The Y-coordinate width in units. If a negative value is provided, 0 is used instead.

float getSizeY() const#

Returns the current length of the world clutter along the Y-coordinate.

Return value

Current Y-coordinate width in units. If a negative value is provided, 0 is used instead.

void setSizeX ( float x ) #

Sets a new width of the world clutter along the X-coordinate.

Arguments

  • float x - The X-coordinate width in units. If a negative value is provided, 0 is used instead.

float getSizeX() const#

Returns the current width of the world clutter along the X-coordinate.

Return value

Current X-coordinate width in units. If a negative value is provided, 0 is used instead.

void setSpawnRate ( int rate ) #

Sets a new number of cells updated each frame. High number of updated cells may lead to a performance spike.

Arguments

  • int rate - The number of cells to be updated. If a non-positive value is provided, 1 is used instead.

int getSpawnRate() const#

Returns the current number of cells updated each frame. High number of updated cells may lead to a performance spike.

Return value

Current number of cells to be updated. If a non-positive value is provided, 1 is used instead.

void setFadeDistance ( float distance ) #

Sets a new distance up to which reference nodes are fading out (that is, fewer nodes will be rendered instead of all). The distance is measured starting from the visible distance.
Notice
In order for a fade distance to be applied, visibility distance should not be infinite.

Arguments

  • float distance - The distance in units. If a negative value is provided, 0 is used instead.

float getFadeDistance() const#

Returns the current distance up to which reference nodes are fading out (that is, fewer nodes will be rendered instead of all). The distance is measured starting from the visible distance.
Notice
In order for a fade distance to be applied, visibility distance should not be infinite.

Return value

Current distance in units. If a negative value is provided, 0 is used instead.

void setVisibleDistance ( float distance ) #

Sets a new distance up to which all the reference nodes are rendered. The distance is measured from the camera.

Arguments

  • float distance - The distance in units. If a negative value is provided, 0 is used instead.

float getVisibleDistance() const#

Returns the current distance up to which all the reference nodes are rendered. The distance is measured from the camera.

Return value

Current distance in units. If a negative value is provided, 0 is used instead.

void setIntersection ( int intersection ) #

Sets a new value indicating whether reference nodes are scattered upon the ground (along its relief): either the terrain or a mesh set as a parent node.

Arguments

  • int intersection - The flag: positive number - intersection enabled; 0 - disabled.

int getIntersection() const#

Returns the current value indicating whether reference nodes are scattered upon the ground (along its relief): either the terrain or a mesh set as a parent node.

Return value

Current flag: positive number - intersection enabled; 0 - disabled.

void setOrientation ( int orientation ) #

Sets a new value indicating whether reference nodes are oriented along the normals of the ground (either the terrain or a mesh set as a parent node).

Arguments

  • int orientation - The flag: positive number - orientation enabled; 0 - disabled.

int getOrientation() const#

Returns the current value indicating whether reference nodes are oriented along the normals of the ground (either the terrain or a mesh set as a parent node).

Return value

Current flag: positive number - orientation enabled; 0 - disabled.

int getNumReferences() const#

Returns the current total number of reference nodes contained in the world clutter.

Return value

Current number of reference nodes.

void setIntersectionMask ( int mask ) #

Sets a new intersection mask for the world clutter. This mask can be used to cut out areas intersected by the world clutter from grass, mesh clutter and another world clutter (e.g. to remove grass or forest from the surface of roads projected using decals).
Notice
The areas will be cut out only if intersection masks of grass and clutter objects matches this mask (one bit at least).

Arguments

  • int mask - The intersection mask - an integer, each bit of which is a mask.

int getIntersectionMask() const#

Returns the current intersection mask for the world clutter. This mask can be used to cut out areas intersected by the world clutter from grass, mesh clutter and another world clutter (e.g. to remove grass or forest from the surface of roads projected using decals).
Notice
The areas will be cut out only if intersection masks of grass and clutter objects matches this mask (one bit at least).

Return value

Current intersection mask - an integer, each bit of which is a mask.

static WorldClutterPtr create ( ) #

Constructor. Creates a world clutter with default properties.

void invalidate ( ) #

Invalidates all world clutter cells. All invalidated cells will be regenerated.

void invalidate ( const Math::WorldBoundBox & bounds ) #

Invalidates all world clutter cells within the area specified by the given bounding box. All invalidated cells will be regenerated.

Arguments

  • const Math::WorldBoundBox & bounds - Bounding box, defining the area, where world clutter cells will be regenerated.

int setMaskImage ( const Ptr<Image> & image, bool invalidate = 1 ) #

Sets an image (in R8 format) that defines the placement of meshes.

Arguments

  • const Ptr<Image> & image - Pointer to the image.
  • bool invalidate - Invalidate flag. Set true to invalidate all world clutter cells; otherwise, set false. All invalidated cells will be regenerated.

Return value

1 if the mask image is successfully set; otherwise, 0.

int getMaskImage ( const Ptr<Image> & image ) const#

Writes the image that is currently used as a mask for the placement of meshes into the given buffer.

Arguments

  • const Ptr<Image> & image - Image buffer to store a mask into.

Return value

1 if the mask image is successfully written into the buffer; otherwise, 0.

void setMaskImageName ( const char * image_name, bool invalidate = 1 ) #

Sets the name of a new mask image (in R8 format) that defines the placement of meshes.

Arguments

  • const char * image_name - Name (path) of the mask image.
  • bool invalidate - Invalidate flag. Set true to invalidate all world clutter cells; otherwise, set false. All invalidated cells will be regenerated.

const char * getMaskImageName ( ) const#

Returns the name of a mask image (in R8 format) that defines the placement of reference nodes.

Return value

Name (path) of the mask image.

int setMaskMesh ( const Ptr<Mesh> & mesh, bool invalidate = 1 ) #

Sets a mesh to be used as a mask on-the-fly. Limitations:
  • Before the method is called, another mesh must be set via setMaskMeshName() first.
  • If the world is reloaded, the mesh set via setMaskMeshName() will be loaded.
  • If the memory limit is exceeded, the new mesh might be replaced with the mesh set via setMaskMeshName().

Arguments

  • const Ptr<Mesh> & mesh - Pointer to the mesh.
  • bool invalidate - Invalidate flag. Set true to invalidate all world clutter cells; otherwise, set false. All invalidated cells will be regenerated.

Return value

1 if the mesh is set successfully; otherwise - 0.

int getMaskMesh ( const Ptr<Mesh> & mesh ) const#

Copies the current mask mesh (if it exists) to the specified target mesh.

Arguments

  • const Ptr<Mesh> & mesh - Pointer to the mesh to copy the current mask mesh to.

Return value

1 if mesh mask exists; otherwise - 0.

void setMaskMeshName ( const char * mesh_name, bool invalidate = 1 ) #

Sets a mesh to be used as a mask for the world clutter. This mesh should be plane.

Arguments

  • const char * mesh_name - Path to the *.mesh file.
  • bool invalidate - Invalidate flag. Set true to invalidate all world clutter cells; otherwise, set false. All invalidated cells will be regenerated.

const char * getMaskMeshName ( ) const#

Returns the name (path) of the current mesh used as a mask for the world clutter. This mesh should be plane.

Return value

Path to the *.mesh file.

void setMaxScale ( float mean, float spread ) #

Sets the scale for meshes in the areas with high density (according to the mask). With the minimum scale it is possible to automatically render, for example, big trees in the center of the forest. A spread value enables to control the range of scales relative to the mean value.

Arguments

  • float mean - Scale mean value.
  • float spread - Maximum spread value to randomly upscale or downscale objects.

float getMaxScaleMean ( ) const#

Returns the scale mean value for meshes in the areas with high density (according to the mask).

Return value

Scale mean value.

float getMaxScaleSpread ( ) const#

Returns the scale spread value that controls the range of mesh scales in the areas with high density (according to the mask).

Return value

Scale spread value.

void setMinScale ( float mean, float spread ) #

Sets the scale for meshes in the areas with low density (according to the mask). With the minimum scale it is possible to automatically render, for example, small trees at the forest border. A spread value allows to control the range of scales relative to the mean value.

Arguments

  • float mean - Scale mean value.
  • float spread - Maximum spread value to randomly upscale or downscale objects.

float getMinScaleMean ( ) const#

Returns the scale mean value for meshes in the areas with low density (according to the mask).

Return value

Scale mean value.

float getMinScaleSpread ( ) const#

Returns the scale spread value that controls the range of mesh scales in the areas with low density (according to the mask).

Return value

Scale spread value.

void setNodesRotation ( const Math::vec3 & mean, const Math::vec3 & spread ) #

Sets the rotation of reference nodes along X, Y and Z axes.

Arguments

  • const Math::vec3 & mean - Mean values of rotation angles in degrees.
  • const Math::vec3 & spread - Spread values of rotation angles in degrees.

Math::vec3 getNodesRotationMean ( ) const#

Returns the mean value of reference nodes rotation along X, Y and Z axes.

Return value

Mean values of rotation angles in degrees.

Math::vec3 getNodesRotationSpread ( ) const#

Returns the spread value of reference nodes rotation along X, Y and Z axes.

Return value

Spread values of rotation angles in degrees.

void setOffset ( float mean, float spread ) #

Sets the vertical offset that determines the placement of reference nodes above or below the surface.

Arguments

  • float mean - Mean value of the offset in units.
  • float spread - Spread value of the offset in units.

float getOffsetMean ( ) const#

Returns the current mean value of the vertical offset that determines the placement of reference nodes above or below the surface.

Return value

Mean value of the offset in units.

float getOffsetSpread ( ) const#

Returns the current spread value of the vertical offset that determines the placement of reference nodes above or below the surface.

Return value

Spread value of the offset in units.

void setReferenceName ( int num, const char * name ) #

Sets the name of the specified reference node contained in the world clutter.

Arguments

  • int num - The number of the reference node.
  • const char * name - Name to be updated.

const char * getReferenceName ( int num ) const#

Returns the name of the reference node contained in the world clutter.

Arguments

  • int num - The number of the reference node among contained in the world clutter.

Return value

Name of the reference node.

void setReferenceProbability ( int num, float probability ) #

Sets the probability of the occurrence of the specified node reference.

Arguments

  • int num - The number of the reference node.
  • float probability - Probability factor. The provided value is saturated in range [0;1].

float getReferenceProbability ( int num ) const#

Returns the probability of the occurrence of the specified node reference.

Arguments

  • int num - The number of the reference node.

Return value

Probability factor.

void setSeed ( int seed ) #

Sets the seed for pseudo-random positioning of reference nodes.

Arguments

  • int seed - Number used to initialize a pseudo-random sequence. If a negative value is provided, 0 will be used instead.

int addReference ( const char * name ) #

Adds a new reference node to the world clutter.

Arguments

  • const char * name - Name of the reference node.

Return value

The number of added reference node.

void removeReference ( int num ) #

Removes the specified reference node from the world clutter.

Arguments

  • int num - The number of the reference node.

static int type ( ) #

Returns the type of the node.

Return value

World type identifier.

void clearReferences ( ) #

Deletes all reference nodes from the world clutter.

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

Saves the state of all reference nodes from the world clutter to the specified stream.

Example using saveStateReferences() and restoreStateReferences() methods:

Source code (C++)
// initialize a node and set its state
WorldClutterPtr worldClutter = WorldClutter::create();
worldClutter->setSizeX(500.0f);
worldClutter->setSizeY(500.0f);

// save state
BlobPtr blob_state = Blob::create();
worldClutter->saveStateReferences(blob_state);

// change state
worldClutter->setSizeY(700.0f);

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

Arguments

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

Return value

true if the states of all reference nodes from the world clutter were successfully saved to the specified stream; otherwise, false.

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

Restores the state of all reference nodes from the world clutter from the specified stream.

Example using saveStateReferences() and restoreStateReferences() methods:

Source code (C++)
// initialize a node and set its state
WorldClutterPtr worldClutter = WorldClutter::create();
worldClutter->setSizeX(500.0f);
worldClutter->setSizeY(500.0f);

// save state
BlobPtr blob_state = Blob::create();
worldClutter->saveStateReferences(blob_state);

// change state
worldClutter->setSizeY(700.0f);

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

Arguments

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

Return value

true if the states of all reference nodes from the world clutter were successfully restored from the specified stream; otherwise, false.
Last update: 13.12.2024
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