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Scripting/STerrain

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Revision as of 09:36, 24 July 2017 by Kay T Burnett (Talk | contribs) (Added Enabled)

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The STerrain class allows the script to work with the terrain-related data.

Properties

Enabled

bool Enabled {get; set;}

Is the Terrain component enabled?

-- 1 Object Reference to the Terrain object, Name: "terrain".

local terrain = Space.Host.GetReference("terrain");

Space.Log(terrain.Terrain.Enabled);
-- prints the current state of the Terrain component (probably "True") to the console.

terrain.Terrain.Enabled = false;

-- Now the Terrain component is disabled.


Members

GetHeight

float GetHeight (float x, float y)

Gets the height at the (x,y) point. Floats x,y are given within the range from 0 to 1. If we want this script to work with global x, z coordinates, we need to divide their values by the width/length of the terrain respectively (if the terrain's bottom left corner is at the origin).

-- In this example, we are going to calculate the height of the 512x512 terrain at a global point (x = 206, z = 198).

-- 1 Object Reference to the Terrain object, Name: "terrain".

local terrain = Space.Host.GetReference("terrain");

Space.Log(terrain.Terrain.GetHeight (206/512,198/512));

-- prints the height of the terrain at the global point (x = 206, z = 198) to the console.


GetSteepness

float GetSteepness (float x, float y)

Gets the steepness at the (x,y) point. Floats x,y are given within the range from 0 to 1. If we want this script to work with global x, z coordinates, we need to divide their values by the width/length of the terrain respectively.

-- In this example, we are going to calculate the steepness of the 1024x1024 terrain at a global point (x = 408, z = 63).

-- 1 Object Reference to the Terrain object, Name: "terrain".

local terrain = Space.Host.GetReference("terrain");

Space.Log(terrain.Terrain.GetSteepness (408/1024,63/1024));

-- prints the steepness of the terrain at the global point (x = 408, z = 63) to the console.


GetNormal

SVector GetNormal (float x, float y)

Gets the normal vector (perpendicular to the surface) at the (x,y) point. Floats x,y are given within the range from 0 to 1. If we want this script to work with global x, z coordinates, we need to divide their values by the width/length of the terrain respectively.

-- In this example, we are going to find the normal vector of the 512x256 terrain at a global point (x = 172, z = 428).

-- 1 Object Reference to the Terrain object, Name: "terrain".

local terrain = Space.Host.GetReference("terrain");

Space.Log(terrain.Terrain.GetNormal(172/512,428/256));

-- prints x,y,z values of the normal vector at the global point (x = 172, z = 428) to the console.


GetSlope

SVector GetSlope (float x, float y)

Gets the slope vector at the (x,y) point. Floats x,y are given within the range from 0 to 1. If we want this script to work with global x, z coordinates, we need to divide their values by the width/length of the terrain respectively.

-- In this example, we are going to find the slope vector of the 1024x512 terrain at a global point (x = 256, z = 256).

-- 1 Object Reference to the Terrain object, Name: "terrain".

local terrain = Space.Host.GetReference("terrain");

Space.Log(terrain.Terrain.GetSlope(256/1024,256/512));

-- prints x,y,z values of the slope vector at the global point (x = 256, z = 256) to the console.


GetContour

SVector GetContour (float x, float y)

Gets the contour of the surface, expressed as a vector, at the (x,y) point. Floats x,y are given within the range from 0 to 1. If we want this script to work with global x, z coordinates, we need to divide their values by the width/length of the terrain respectively.

-- In this example, we are going to find the direction of the contour of the 512x512 terrain at a global point (x = 128, z = 128).

-- 1 Object Reference to the Terrain object, Name: "terrain".

local terrain = Space.Host.GetReference("terrain");

Space.Log(terrain.Terrain.GetContour(128/512,128/512));
-- prints x,y,z values of the contour direction at the global point (x = 128, z = 128) to the console.

-- The z value is going to be 0, because contours are two-dimensional.