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Unigine::ObjectCloudLayer Class

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

This class is used to create cloud layers.

ObjectCloudLayer Class

Properties

Members


static ObjectCloudLayerPtr create ( ) #

Constructor. Creates a new empty cloud layer object with default properties.

static int type ( ) #

Returns the type of the object.

Return value

Object Cloud Layer type identifier.

float getIntersectionThreshold ( ) const#

Returns current intersection threshold value.

Return value

Intersection threshold value.

void setAnimationNoiseOffset ( const Math::vec4 & offset ) #

Sets a given noise animation offset value.

Arguments

  • const Math::vec4 & offset - Noise animation offset (a vec4 value, where X, Y, and Z components represent 3D noise texture offsets along the X-axis, Y-axis, and Z-axis respectively).

void setAnimationCoverageOffset ( const Math::vec4 & offset ) #

Sets a given coverage animation offset value.

Arguments

  • const Math::vec4 & offset - Coverage animation offset (a vec4 value, where X and Y components represent coverage texture offsets along the X-axis and Y-axis respectively).

Math::vec4 getAnimationNoiseOffset ( ) const#

Returns current noise animation offset value.

Return value

Noise animation offset (a vec4 value, where X, Y, and Z components represent 3D noise texture offsets along the X-axis, Y-axis, and Z-axis respectively).

float getIntersectionAccuracy ( ) const#

Returns current intersection accuracy value.

Return value

Intersection accuracy value.

void setIntersectionAccuracy ( float accuracy ) #

Sets a given intersection accuracy value.

Arguments

  • float accuracy - Intersection accuracy value.

void setIntersectionThreshold ( float threshold ) #

Sets a given intersection threshold value.

Arguments

  • float threshold - Intersection threshold value.

Math::vec4 getAnimationCoverageOffset ( ) const#

Returns current coverage animation offset value.

Return value

Coverage animation offset (a vec4 value, where X and Y components represent coverage texture offsets along the X-axis and Y-axis respectively, both Z and W components are 0).

void refreshCloudsRegionMask ( ) #

float getDensity ( const Math::Vec3& world_point ) const#

Arguments

  • const Math::Vec3& world_point
Last update: 29.09.2021
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