A connector represents an input, optional input or an output of a node. It also has a type of data it accepts.
// Create an instance
InstantTerraApi::InstantTerra it = InstantTerraApi::CreateInstantTerra();
// Get the current graph
InstantTerraApi::Graph graph = it.GetProject().GetGraph();
// Get the first node of the graph
InstantTerraApi::Node node = graph.GetNode(0);
// Get the first connector
InstantTerraApi::Connector connector = node.GetConnector(0);
// Get the length of the name
size_t nameLength = connector.GetNameLength();
// Get the name
wchar_t *name = Malloc(nameLength * sizeof(wchar_t));
connector.GetName(name, nameLength);
See GetNameLength()
and GetName(wchar_t *buffer,
size_t bufferSize)
in the documentation.
// Get connector mode
ConnectorMode mode = connector.GetConnectorMode();
See GetConnectorMode()
and ConnectorMode
in the documentation.
// Get connector type
ConnectorType type = connector.GetConnectorType();
See GetConnectorType()
and ConnectorType
in the documentation.
A data represents the data of the node, at a specific connector.
// Create an instance
InstantTerraApi::InstantTerra it = InstantTerraApi::CreateInstantTerra();
// Get the current graph
InstantTerraApi::Graph graph = it.GetProject().GetGraph();
// Get the first node of the graph
InstantTerraApi::Node node = graph.GetNode(0);
// Get the first connector
InstantTerraApi::Connector connector = node.GetConnector(0);
// Get the data
InstantTerraApi::Data data = node.GetData(connector);
Warning
Those two methods work only on the following DataType: Terrain, Mask, color map, color map.
// Get the grid width
int width = data.GetWidth();
// Get the grid height
int height = data.GetHeight();
See GetWidth()
and GetHeight()
in the documentation.
Warning
This method works only on the following DataType: Terrain, Mask.
Warning
The node should be computed before calling this method. Use the
method ForceDataToBeComputed()
to compute it.
Note
The size of the buffer should be egal to or bigger than:
width * height * sizeof(float)
.
// We want to get the top-left part of 128 x 128 in full resolution of our terrain
const int top = 0; // 0 == top of the terrain
const int left = 0; // 0 == left of the terrain
const int widthPart = 128;
const int heightPart = 128;
const int resolution = 0; // 0 == Full resolution
const int bufferSize = widthPart * heightPart * sizeof(float);
float buffer[widthPart * heightPart];
// Get the float content, it will fill the buffer
data.GetFloatContent(buffer, bufferSize, left, top, widthPart, heightPart, resolution);
See GetFloatContent(float*buffer, int bufferSize, int startingX, int startingY, ...)
in the documentation.
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