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
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
VR-Related Classes
Работа с контентом
Оптимизация контента
Материалы
Визуальный редактор 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::TextureRamp Class

Header: #include <UnigineTextures.h>

Interface for handling ramp textures. This class lets the user store 2d curves in a form of a texture (convert vectors to raster data).

Ramp textures can be used for color variation in the particles_base material of Particle Systems or in other custom materials.

You can set up to 4 channels for the ramp texture.

TextureRamp Class

Members

Ptr<Texture> getTexture() const#

Returns the current new texture and updates hashes for curves, if required. Returns a pointer to the texture or null if the texture was not created.

Return value

Current new texture.

void setNumChannels ( int channels ) #

Sets a new number of channels for the texture.

Arguments

  • int channels - The number of texture channels.

int getNumChannels() const#

Returns the current number of channels for the texture.

Return value

Current number of texture channels.

void setResolution ( int resolution ) #

Sets a new width resolution for the texture.

Arguments

  • int resolution - The texture width resolution.

int getResolution() const#

Returns the current width resolution for the texture.

Return value

Current texture width resolution.

void setFlags ( int flags ) #

Sets a new texture flags.

Arguments

  • int flags - The texture flags.

int getFlags() const#

Returns the current texture flags.

Return value

Current texture flags.

bool isDefaultAll() const#

Returns the current value indicating if the values of all curve channels are the default ones which were previously set via setDefaultCurve.

Return value

true if the values of all curve channels are the default ones which were previously set via setDefaultCurve; otherwise false.

Event<> getEventChanged() const#

event triggered on changing the ramp texture. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Notice
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Source code (C++)
// implement the Changed event handler
void changed_event_handler()
{
	Log::message("\Handling Changed event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections changed_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
publisher->getEventChanged().connect(changed_event_connections, changed_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
publisher->getEventChanged().connect(changed_event_connections, []() { 
		Log::message("\Handling Changed event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
changed_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection changed_event_connection;

// subscribe to the Changed event with a handler function keeping the connection
publisher->getEventChanged().connect(changed_event_connection, changed_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
changed_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
changed_event_connection.setEnabled(true);

// ...

// remove subscription to the Changed event via the connection
changed_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A Changed event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling Changed event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
publisher->getEventChanged().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId changed_handler_id;

// subscribe to the Changed event with a lambda handler function and keeping connection ID
changed_handler_id = publisher->getEventChanged().connect(e_connections, []() { 
		Log::message("\Handling Changed event (lambda).\n");
	}
);

// remove the subscription later using the ID
publisher->getEventChanged().disconnect(changed_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all Changed events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
publisher->getEventChanged().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
publisher->getEventChanged().setEnabled(true);

Return value

Event reference.

static TextureRampPtr create ( int num_channels, int resolution, int flags ) #

Sets resolution, number of channels and texture flags for this TextureRamp instance. The pointer to the ramp texture is set to null and curves are marked for an update.

Arguments

  • int num_channels - Number of texture channels.
  • int resolution - Width resolution of the ramp texture.
  • int flags - Texture flags.

static TextureRampPtr create ( const Ptr<TextureRamp> & texture_ramp ) #

Ramp texture constructor. Creates a new ramp texture by copying a given source ramp texture.

Arguments

  • const Ptr<TextureRamp> & texture_ramp - Pointer to a new ramp texture.

TextureRamp ( ) #

void releaseTexture ( ) #

Deletes the texture and its pointer.

void copy ( const Ptr<TextureRamp> & src_texture_ramp ) #

Copies the data of a source ramp texture to the texture.

Arguments

  • const Ptr<TextureRamp> & src_texture_ramp - Source ramp texture.

Ptr<TextureRamp> clone ( ) const#

Duplicates the ramp texture and returns a pointer to the copy.

Ptr<Curve2d> getCurve ( int channel ) const#

Returns a pointer to the Curve2d for the specified channel.

Arguments

  • int channel - Required channel.

Return value

Pointer to a Curve2d object.

void setDefaultCurve ( const Ptr<Curve2d> & default_curve ) #

Resets a curve to a default one.

Arguments

  • const Ptr<Curve2d> & default_curve - A curve to be used as the default one.

void setDefaultCurve ( int channel, const Ptr<Curve2d> & default_curve ) #

Resets a curve for the given channel to a default one.

Arguments

  • int channel - R, G, B, or A channel set by the corresponding value from 0 to 3.
  • const Ptr<Curve2d> & default_curve - A curve to be used as the default one.

bool isDefault ( int channel ) const#

Returns a value indicating if the value of the given curve channel is the default one which was previously set via setDefaultCurve.

Arguments

  • int channel - R, G, B, or A channel set by the corresponding value from 0 to 3.

Return value

true if the curve value is the default one set via setDefaultCurve, otherwise false.

void save ( const Ptr<Xml> & xml ) #

Saves the ramp texture data to the given Xml node.

Arguments

  • const Ptr<Xml> & xml - Target Xml node.

void save ( const Ptr<Json> & json ) const#

Saves the ramp texture data to the given Json class instance.

Arguments

  • const Ptr<Json> & json - Target son class instance.

void load ( const Ptr<Xml> & xml ) #

Loads the ramp texture data from the given Xml node.

Arguments

  • const Ptr<Xml> & xml - Source Xml node containing ramp texture data.

void load ( const Ptr<Json> & json ) #

Loads the ramp texture data from the given Json class instance.

Arguments

  • const Ptr<Json> & json - Source Json class instance containing ramp texture data.

void saveState ( const Ptr<Stream> & stream ) const#

Saves the state of the ramp texture into a binary stream.

Example using saveState() and restoreState() methods:

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

// save state
BlobPtr blob_state = Blob::create();
ramp->saveState(blob_state);

// change state
//...//

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

Arguments

  • const Ptr<Stream> & stream - The stream to save the ramp texture state data.

void restoreState ( const Ptr<Stream> & stream ) const#

Restores the state of the ramp texture from the binary stream.

Example using saveState() and restoreState() methods:

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

// save state
BlobPtr blob_state = Blob::create();
ramp->saveState(blob_state);

// change state
//...//

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

Arguments

  • const Ptr<Stream> & stream - The stream that stores the ramp texture state data.
Last update: 16.08.2024
Build: ()