This page has been translated automatically.
Видеоуроки
Interface
Essentials
Advanced
Подсказки и советы
Основы
Программирование на C#
Рендеринг
Принципы работы
Свойства (properties)
Компонентная Система
Рендер
Физика
Редактор UnigineEditor
Обзор интерфейса
Работа с ассетами
Настройки и предпочтения
Работа с проектами
Настройка параметров ноды
Setting Up Materials
Настройка свойств
Освещение
Landscape Tool
Sandworm
Использование инструментов редактора для конкретных задач
Extending Editor Functionality
Встроенные объекты
Ноды (Nodes)
Объекты (Objects)
Эффекты
Декали
Источники света
Geodetics
World Nodes
Звуковые объекты
Объекты поиска пути
Players
Программирование
Основы
Настройка среды разработки
Примеры использования
C++
C#
UnigineScript
Унифицированный язык шейдеров UUSL
Плагины
File Formats
Rebuilding the Engine Tools
GUI
Двойная точность координат
API
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
Работа с контентом
Оптимизация контента
Материалы
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
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::TerrainDetail Class

Header: #include <UnigineObjects.h>

This class is used to manage details of the Landscape Terrain Object. Details, define terrain's appearance, each of them can have an unlimited number of children. Details are attached to detail masks and are rendered in accordance with their rendering order (the one with the highest order shall be rendered above all others).

TerrainDetail Class

Members


void setName ( const char * name ) #

Sets a new name for the detail.

Arguments

  • const char * name - New terrain detail name to be set.

const char * getName ( ) const#

Returns the name of the detail.

Return value

Current name of the detail.

void setEnabled ( bool enabled ) #

Sets a value indicating if the terrain detail is enabled.

Arguments

  • bool enabled - true to enable the terrain detail, false - to disable it.

bool isEnabled ( ) const#

Returns a value indicating if the terrain detail is enabled.

Return value

true if the terrain detail is enabled; otherwise, false.

bool isActive ( ) const#

Returns a value indicating if the terrain detail is active.

Return value

true if the terrain detail is active; otherwise, false.

void setMaskByAlbedo ( const Math::vec4& albedo ) #

Sets a new color to be used as a mask for the detail. In this case, all areas on the terrain having selected color will be covered by the detail.

Arguments

  • const Math::vec4& albedo - Four-component vector (R, G, B, A) representing a new color to be used as a mask for the detail.

Math::vec4 getMaskByAlbedo ( ) const#

Returns the color currently used as a mask for the detail. In this case, all areas on the terrain having selected color will be covered by the detail.

Return value

Four-component vector (R, G, B, A) representing a color currently used as a mask for the detail.

void setMinVisibleHeight ( float height ) #

Sets the minimum height value for the detail, starting from which the detail begins to fade in until it becomes completely visible. This parameter is used to modulate the detail mask by height.

Arguments

  • float height - Minimum height value for the detail, in units. The default value is -inf.

float getMinVisibleHeight ( ) const#

Returns the minimum height value for the detail, starting from which the detail begins to fade in until it becomes completely visible. This parameter is used to modulate the detail mask by height.

Return value

Minimum height value for the detail, in units.

void setMaxVisibleHeight ( float height ) #

Sets the maximum height value for the detail, starting from which the detail begins to fade out until it becomes completely invisible. This parameter is used to modulate the detail mask by height.

Arguments

  • float height - Maximum height value for the detail, in units. The default value is inf.

float getMaxVisibleHeight ( ) const#

Returns the maximum height value for the detail, starting from which the detail begins to fade out until it becomes completely invisible. This parameter is used to modulate the detail mask by height.

Return value

Maximum height value for the detail, in units.

void setMinFadeHeight ( float height ) #

Sets the fade in height range for the detail. Over this height range below the minimum height value the detail will fade in until it is completely visible. This parameter is used to modulate the detail mask by height.

Arguments

  • float height - Fade in height range value for the detail, in units.

float getMinFadeHeight ( ) const#

Returns the current fade in height range for the detail. Over this height range below the minimum height value the detail will fade in until it is completely visible. This parameter is used to modulate the detail mask by height.

Return value

Fade in height range value for the detail, in units.

void setMaxFadeHeight ( float height ) #

Sets the fade out height range for the detail. Over this height range below the maximum height value the detail will fade out until it is completely invisible. This parameter is used to modulate the detail mask by height.

Arguments

  • float height - Fade out height range value for the detail, in units.

float getMaxFadeHeight ( ) const#

Returns the current fade out height range for the detail. Over this height range below the maximum height value the detail will fade out until it is completely invisible. This parameter is used to modulate the detail mask by height.

Return value

Fade out height range value for the detail, in units.

void setMinVisibleTexelSize ( float size ) #

Sets the minimum texel size value for the detail, starting from which the detail begins to fade in until it becomes completely visible. This parameter is used to modulate the detail mask by texel size.

Arguments

  • float size - Minimum texel size value for the detail to be set.

float getMinVisibleTexelSize ( ) const#

Returns the minimum texel size value for the detail, starting from which the detail begins to fade in until it becomes completely visible. This parameter is used to modulate the detail mask by texel size.

Return value

Minimum texel size value for the detail.

void setMaxVisibleTexelSize ( float size ) #

Sets the maximum texel size value for the detail, starting from which the detail begins to fade out until it becomes completely invisible. This parameter is used to modulate the detail mask by texel size.

Arguments

  • float size - Maximum texel size value for the detail to be set.

float getMaxVisibleTexelSize ( ) const#

Returns the maximum texel size value for the detail, starting from which the detail begins to fade out until it becomes completely invisible. This parameter is used to modulate the detail mask by texel size.

Return value

Maximum texel size value for the detail.

void setMinFadeTexelSize ( float size ) #

Sets the fade in texel size range for the detail. Over this range below the minimum texel size value the detail will fade in until it is completely visible. This parameter is used to modulate the detail mask by texel size.

Arguments

  • float size - Fade in texel size range value for the detail to be set, in units.

float getMinFadeTexelSize ( ) const#

Returns the current fade in texel size range for the detail. Over this range below the minimum texel size value the detail will fade in until it is completely visible. This parameter is used to modulate the detail mask by texel size.

Return value

Fade in texel size range value for the detail, in units.

void setMaxFadeTexelSize ( float size ) #

Sets the fade out texel size range for the detail. Over this range below the maximum texel size value the detail will fade out until it is completely invisible. This parameter is used to modulate the detail mask by texel size.

Arguments

  • float size - Fade out texel size range value for the detail to be set, in units.

float getMaxFadeTexelSize ( ) const#

Returns the current fade out texel size range for the detail. Over this range below the maximum texel size value the detail will fade out until it is completely invisible. This parameter is used to modulate the detail mask by texel size.

Return value

Fade out texel size range value for the detail, in units.

void setMaskThreshold ( float threshold ) #

Sets a new mask threshold value for the detail. Control blending of the detail according to the mask. The Threshold parameter controls the spread intensity of the layer. Lower values provide bigger spread.

Arguments

  • float threshold - New mask threshold value to be set in the [0; 1] range.

float getMaskThreshold ( ) const#

Returns a mask threshold value for the detail. Control blending of the detail according to the mask. The Threshold parameter controls the spread intensity of the layer. Lower values provide bigger spread.

Return value

Current mask threshold value in the [0; 1] range.

void setMaskContrast ( float contrast ) #

Sets a new mask contrast value.

Arguments

  • float contrast - New mask contrast value to be set in the [0; 1] range.

float getMaskContrast ( ) const#

Returns a current mask contrast value.

Return value

Current mask contrast value in the [0; 1] range.

void setDetailMask ( const Ptr<TerrainDetailMask> & mask ) #

Sets the specified detail mask to be used for the detail.

Arguments

Ptr<TerrainDetailMask> getDetailMask ( ) const#

Returns the detail mask currently used for the detail.

Return value

Detail mask currently used for the detail.

Ptr<Material> getMaterial ( ) const#

Returns the detail material used for the detail.

Return value

Material currently used for the detail.

void setMaterial ( const Ptr<Material> & material ) #

Sets a new detail material to be used for the detail.

Arguments

  • const Ptr<Material> & material - New material to be used for the detail.

Ptr<TerrainDetail> copy ( const Ptr<TerrainDetail> & dest_detail ) const#

Copies the detail to the specified destination detail (with all its children).

Arguments

  • const Ptr<TerrainDetail> & dest_detail - Destination detail to which the detail is to be copied.

Return value

Destination detail.

Ptr<TerrainDetail> clone ( ) const#

Clones the terrain detail (with all its children).

Return value

Cloned detail.

void setMaterialPath ( const char * path ) #

Sets the detail material by a given path.

Arguments

  • const char * path - Material path.

const char * getMaterialPath ( ) const#

Returns the path of the assigned detail material.

Return value

Material path.

void setMaterialGUID ( const UGUID& materialguid ) #

Sets the material by a GUID.

Arguments

  • const UGUID& materialguid - Material GUID.

UGUID getMaterialGUID ( ) const#

Returns the GUID of the assigned detail material.
Last update: 13.12.2021
Build: ()