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.LandscapeMapFileCompression Class

Landscape Map File Compression class is used to compress and decompress .lmap file data using Zlib, LZ4, or Unigine's compression algorithm. The latter provides better compression results for 2D and 3D textures than LZ4 and Zlib without quality reduction.

LandscapeMapFileCompression Class

Properties

bool IsCompressing#

The value indicating if the compression is in progress.

bool IsDecompressing#

The value indicating if the decompression is in progress.

int Progress#

The landscape map file compression progress.

Landscape.COMPRESSOR_TYPE HeightCompressor#

The type of the compressor used for height data compression.

Landscape.COMPRESSOR_TYPE AlbedoCompressor#

The type of the compressor used for albedo data compression.

Landscape.COMPRESSOR_TYPE OpacityHeightCompressor#

The type of the compressor used for compression of the opacity height data.

bool EnabledAlbedoTextureCompression#

The value indicating if the compression of the albedo texture enabled.

bool EnabledOpacityHeightTextureCompression#

The value indicating if the compression of the opacity height texture enabled.

UGUID GUID#

The GUID of the .lmap file containing landscape map data.

string CacheDirectory#

The path to the directory that is used to store the cache. By default the cache is located in the same place where the UnigineEditor's cache is (you can find it in the UnigineEditor Settings tab). If there is not enough memory, you can use another disk. A full copy of the current terrain will be temporarily stored in the cache directory, so you should take this into account when estimating the cache size. SSD is recommended for fast data copying.

Event<LandscapeMapFileCompression> EventEnd#

The Event triggered when {event_description}. 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(LandscapeMapFileCompression compression)

Usage Example

Source code (C#)
// implement the End event handler
void end_event_handler(LandscapeMapFileCompression compression)
{
	Log.Message("\Handling End event\n");
}

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

// create an instance of the EventConnections class
EventConnections end_event_connections = new EventConnections();


// link to this instance when subscribing to an event (subscription to various events can be linked)
publisher.EventEnd.Connect(end_event_connections, end_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
publisher.EventEnd.Connect(end_event_connections, (LandscapeMapFileCompression compression) => { 
		Log.Message("Handling End event lambda\n");
		}
	);

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

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////

// subscribe to the End event with a handler function
publisher.EventEnd.Connect(end_event_handler);


// remove subscription to the End event later by the handler function
publisher.EventEnd.Disconnect(end_event_handler);


//////////////////////////////////////////////////////////////////////////////
//   3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////

// define a connection to be used to unsubscribe later
EventConnection end_event_connection;

// subscribe to the End event with a lambda handler function and keeping the connection
end_event_connection = publisher.EventEnd.Connect((LandscapeMapFileCompression compression) => { 
		Log.Message("Handling End event lambda\n");
	}
);

// ...

// you can temporarily disable a particular event connection 
end_event_connection.Enabled = false;

// ... perform certain actions

// and enable it back when necessary
end_event_connection.Enabled = true;

// ...

// remove the subscription later using the saved connection
end_event_connection.Disconnect();

//////////////////////////////////////////////////////////////////////////////
//   4. Ignoring End events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
publisher.EventEnd.Enabled = false;

// ... actions to be performed

// and enable it back when necessary
publisher.EventEnd.Enabled = true;

Event<LandscapeMapFileCompression> EventProgress#

The Event triggered when {event_description}. 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(LandscapeMapFileCompression compression)

Usage Example

Source code (C#)
// implement the Progress event handler
void progress_event_handler(LandscapeMapFileCompression compression)
{
	Log.Message("\Handling Progress event\n");
}

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

// create an instance of the EventConnections class
EventConnections progress_event_connections = new EventConnections();


// link to this instance when subscribing to an event (subscription to various events can be linked)
publisher.EventProgress.Connect(progress_event_connections, progress_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
publisher.EventProgress.Connect(progress_event_connections, (LandscapeMapFileCompression compression) => { 
		Log.Message("Handling Progress event lambda\n");
		}
	);

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

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////

// subscribe to the Progress event with a handler function
publisher.EventProgress.Connect(progress_event_handler);


// remove subscription to the Progress event later by the handler function
publisher.EventProgress.Disconnect(progress_event_handler);


//////////////////////////////////////////////////////////////////////////////
//   3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////

// define a connection to be used to unsubscribe later
EventConnection progress_event_connection;

// subscribe to the Progress event with a lambda handler function and keeping the connection
progress_event_connection = publisher.EventProgress.Connect((LandscapeMapFileCompression compression) => { 
		Log.Message("Handling Progress event lambda\n");
	}
);

// ...

// you can temporarily disable a particular event connection 
progress_event_connection.Enabled = false;

// ... perform certain actions

// and enable it back when necessary
progress_event_connection.Enabled = true;

// ...

// remove the subscription later using the saved connection
progress_event_connection.Disconnect();

//////////////////////////////////////////////////////////////////////////////
//   4. Ignoring Progress events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
publisher.EventProgress.Enabled = false;

// ... actions to be performed

// and enable it back when necessary
publisher.EventProgress.Enabled = true;

Event<LandscapeMapFileCompression> EventBegin#

The Event triggered when {event_description}. 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(LandscapeMapFileCompression compression)

Usage Example

Source code (C#)
// implement the Begin event handler
void begin_event_handler(LandscapeMapFileCompression compression)
{
	Log.Message("\Handling Begin event\n");
}

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

// create an instance of the EventConnections class
EventConnections begin_event_connections = new EventConnections();


// link to this instance when subscribing to an event (subscription to various events can be linked)
publisher.EventBegin.Connect(begin_event_connections, begin_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
publisher.EventBegin.Connect(begin_event_connections, (LandscapeMapFileCompression compression) => { 
		Log.Message("Handling Begin event lambda\n");
		}
	);

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

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////

// subscribe to the Begin event with a handler function
publisher.EventBegin.Connect(begin_event_handler);


// remove subscription to the Begin event later by the handler function
publisher.EventBegin.Disconnect(begin_event_handler);


//////////////////////////////////////////////////////////////////////////////
//   3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////

// define a connection to be used to unsubscribe later
EventConnection begin_event_connection;

// subscribe to the Begin event with a lambda handler function and keeping the connection
begin_event_connection = publisher.EventBegin.Connect((LandscapeMapFileCompression compression) => { 
		Log.Message("Handling Begin event lambda\n");
	}
);

// ...

// you can temporarily disable a particular event connection 
begin_event_connection.Enabled = false;

// ... perform certain actions

// and enable it back when necessary
begin_event_connection.Enabled = true;

// ...

// remove the subscription later using the saved connection
begin_event_connection.Disconnect();

//////////////////////////////////////////////////////////////////////////////
//   4. Ignoring Begin events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
publisher.EventBegin.Enabled = false;

// ... actions to be performed

// and enable it back when necessary
publisher.EventBegin.Enabled = true;

Members


LandscapeMapFileCompression ( ) #

Constructor.

bool Compress ( bool is_safe ) #

Starts the landscape map file compression process.

Arguments

  • bool is_safe - true to make the Engine automatically call filesClose()/fileOpen() methods when performing operations (before modifying an .lmap file the Engine should release files via filesClose(), while after modification fileOpen() should be called), false — to call filesClose()/fileOpen() methods manually.

    The Landscape class has two overloads for the filesClose() method:

    • filesClose() — to be called in case of moving an .lmap file (no data reloading is performed as the file itself was not modified — saves time on reloading data)
    • filesClose(reload_files) — to be called in case of deleting or modifying an .lmap file.
    Notice
    When is_safe = true the Engine shall always call filesClose(reload_files) with complete data reloading.

Return value

true if the compression operation is successful; otherwise, false.

bool Decompress ( bool is_safe ) #

Starts the landscape map file decompression process.

Arguments

  • bool is_safe - true to make the Engine automatically call filesClose()/fileOpen() methods when performing operations (before modifying an .lmap file the Engine should release files via filesClose(), while after modification fileOpen() should be called), false — to call filesClose()/fileOpen() methods manually.

    The Landscape class has two overloads for the filesClose() method:

    • filesClose() — to be called in case of moving an .lmap file (no data reloading is performed as the file itself was not modified — saves time on reloading data)
    • filesClose(reload_files) — to be called in case of deleting or modifying an .lmap file.
    Notice
    When is_safe = true the Engine shall always call filesClose(reload_files) with complete data reloading.

Return value

true if the decompression operation is successful; otherwise, false.

void Stop ( ) #

Stops the landscape map file compression/decompression process.

void SetMaskCompressor ( int mask, Landscape.COMPRESSOR_TYPE compressor_type ) #

Sets the type of the compressor used for the specified mask.

Arguments

  • int mask - Mask number.
  • Landscape.COMPRESSOR_TYPE compressor_type - Compressor type:
    • 0 – None
    • 1 – Our Method
    • 2 – LZ4
    • 3 – Zlib

void SetMaskOpacityCompressor ( int mask, Landscape.COMPRESSOR_TYPE compressor_type ) #

Sets the type of the compressor used for the opacity data of the specified mask.

Arguments

  • int mask - Mask number.
  • Landscape.COMPRESSOR_TYPE compressor_type - Compressor type:
    • 0 – None
    • 1 – Our Method
    • 2 – LZ4
    • 3 – Zlib

void SetCompressorAll ( Landscape.COMPRESSOR_TYPE compressor_type ) #

Sets the type of the compressor used to compress all data.

Arguments

int GetMaskCompressor ( int mask ) #

Returns the current type of the compressor used for the specified mask.

Arguments

  • int mask - Mask number.

Return value

Compressor type:
  • 0 – None
  • 1 – Our Method
  • 2 – LZ4
  • 3 – Zlib

int GetMaskOpacityCompressor ( int mask ) #

Returns the current type of the compressor used for the opacity data of the specified mask.

Arguments

  • int mask - Mask number.

Return value

Compressor type:
  • 0 – None
  • 1 – Our Method
  • 2 – LZ4
  • 3 – Zlib

void SetEnabledMaskTextureCompression ( int mask, bool enable ) #

Enables or disables compression of the specified mask texture.

Arguments

  • int mask - Mask number.
  • bool enable - true to enable the mask texture compression; otherwise, false.

void SetEnabledMaskOpacityTextureCompression ( int mask, bool enable ) #

Enables or disables compression of the specified mask opacity texture.

Arguments

  • int mask - Mask number.
  • bool enable - true to enable the compression of the mask opacity texture; otherwise, false.

bool IsEnabledMaskTextureCompression ( int mask ) #

Returns a value undicating if the mask texture compression is enabled.

Arguments

  • int mask - Mask number.

Return value

true if the mask texture compression is enabled; otherwise, false.

bool IsEnabledMaskOpacityTextureCompression ( int mask ) #

Returns the value indicating if the compression of the mask opacity texture is enabled.

Arguments

  • int mask - Mask number.

Return value

true if the mask opacity texture compression is enabled; otherwise, false.
Last update: 13.12.2024
Build: ()