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Unigine::PhysicalNoise Class

Header: #include <UniginePhysicals.h>
Inherits: Physical
Read More

PhysicalNoise Class

Members


static PhysicalNoisePtr create ( const Math::vec3 & size )

Constructor. Creates a physical noise node of the specified size.

Arguments

  • const Math::vec3 & size - Physical noise box size in units.

Ptr<PhysicalNoise> cast( const Ptr<Node> & node )

Casts a PhysicalNoise out of the Node instance.

Arguments

  • const Ptr<Node> & node - Pointer to Node.

Return value

Pointer to PhysicalNoise.

Ptr<PhysicalNoise> cast( const Ptr<Physical> & base )

Casts a PhysicalNoise out of the Physical instance.

Arguments

  • const Ptr<Physical> & base - Pointer to Physical.

Return value

Pointer to PhysicalNoise.

void setForce( float force )

Sets the value of the force multiplier.

Arguments

  • float force - Force multiplier. The higher the value is, the higher the value of the resulting force that affects an object inside the physical noise node will be.

float getForce( )

Returns the value of the force multiplier.

Return value

Force multiplier. The higher the value is, the higher the value of the resulting force that affects an object inside the physical noise node will be.

void setFrequency( int frequency )

Sets the number of octaves for the Perlin noise texture generation.
Notice
It is not recommended to change this parameter in run-time as the noise texture will be regenerated and the performance will decrease.

Arguments

  • int frequency - Number of octaves for the Perlin noise texture generation. The minimum value is 1, the maximum value is 16. The higher the value is, the more details the noise texture has.

int getFrequency( )

Returns the number of octaves for the Perlin noise texture generation.
Notice
It is not recommended to change this parameter in run-time as the noise texture will be regenerated and the performance will decrease.

Return value

Number of octaves for the Perlin noise texture generation. The minimum value is 1, the maximum value is 16. The higher the value is, the more details the noise texture has.

Ptr<Image> getImage( )

Returns the noise texture image.

Return value

Noise texture image.

void setImageSize( int size )

Sets the size of the noise texture in pixels.

Arguments

  • int size - Size of the noise texture in pixels.

int getImageSize( )

Returns the size of the noise texture in pixels.

Return value

Size of the noise texture in pixels.

void setNoiseScale( float scale )

Sets the scale of the noise texture.
Notice
It is not recommended to change this parameter in run-time as the noise texture will be regenerated and the performance will decrease.

Arguments

  • float scale - Scale of the noise texture. The minimum value is 0, the maximum value is 1.

float getNoiseScale( )

Returns the scale of the noise texture.

Return value

Scale of the noise texture. The minimum value is 0, the maximum value is 1.

void setOffset( const Math::vec3 & offset )

Sets the sampling offset that will be used for pixel sampling from the noise texture.
Notice
This parameter can be used to animate a force field in run-time.

Arguments

  • const Math::vec3 & offset - Sampling offset along the X, Y and Z axes.

Math::vec3 getOffset( )

Returns the sampling offset that is used for pixel sampling from the noise texture.
Notice
This parameter can be used to animate a force field in run-time.

Return value

Sampling offset along the X, Y and Z axes.

void setSize( const Math::vec3 & size )

Sets the size for the physical noise node.

Arguments

  • const Math::vec3 & size - Size of the physical noise box in units. If a negative value is provided, 0 will be used instead.

Math::vec3 getSize( )

Returns the current size of the physical noise node.

Return value

Size of the physical noise box in units.

void setStep( const Math::vec3 & step )

Sets the sampling step that is used for pixel sampling from the noise texture.
Notice
This parameter can be used to animate a force field in run-time.

Arguments

  • const Math::vec3 & step - Sampling step size along the X, Y and Z axes.

Math::vec3 getStep( )

Returns the sampling step that is used for pixel sampling from the noise texture.
Notice
This parameter can be used to animate a force field in run-time.

Return value

Sampling step size along the X, Y and Z axes.

void setThreshold( const Math::vec3 & threshold )

Sets a threshold distance set for the physical noise node. The threshold determines the distance of gradual change from zero to full force value. This values are relative to the size of the physical noise box. It means that the threshold values should be less than the size of the physical noise box.

Arguments

  • const Math::vec3 & threshold - Threshold distance along the X, Y and Z axes.

Math::vec3 getThreshold( )

Returns the threshold distance set for the physical noise node. The threshold determines the distance of gradual change from zero to full force value. This values are relative to the size of the physical noise box. It means that the threshold values should be less than the size of the physical noise box.

Return value

int type( )

Returns the type of the node.

Return value

PhysicalNoise type identifier.
Last update: 2020-01-21
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