Unigine::ObjectMeshDynamic Class
Header: | #include <UnigineObjects.h> |
Inherits from: | Object |
This class is used to procedurally create dynamic meshes (i.e. triangles), lines, or points and modify them in runtime. You can also load an existing mesh as a dynamic one to modify it.
See Also#
- Article on ObjectMeshDynamic class usage examples
- A C++ API sample <UnigineSDK>/source/samples/Api/Nodes/Objects
- A C# API sample located in the <UnigineSDK>/source/csharp/samples/Api/Nodes/Objects folder
- A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/objects/ folder:
ObjectMeshDynamic Class
Members
static ObjectMeshDynamicPtr create ( const Ptr<Mesh> & mesh, int flags = 0 ) #
ObjectMeshDynamic constructor.Arguments
- const Ptr<Mesh> & mesh - Mesh smart pointer.
- int flags - Dynamic flag: one of the DYNAMIC_* or IMMUTABLE_*.
static ObjectMeshDynamicPtr create ( int flags = 0 ) #
ObjectMeshDynamic constructor.Arguments
- int flags - Dynamic flag: one of the DYNAMIC_* or IMMUTABLE_*.
static ObjectMeshDynamicPtr create ( const char * path, int flags = 0 ) #
ObjectMeshDynamic constructor.Arguments
- const char * path - Path to the mesh file.
- int flags - Dynamic flag: one of the DYNAMIC_* or IMMUTABLE_*.
void setBoundBox ( const BoundBox & bb ) #
Sets a bounding box of a specified size for a given dynamic mesh surface.Arguments
- const BoundBox & bb - Bounding box.
void setBoundBox ( const BoundBox & bb, int surface ) #
Sets a bounding box of a specified size for a given dynamic mesh surface.Arguments
- const BoundBox & bb - Bounding box.
- int surface - Surface number in range from 0 to the total number of dynamic mesh surfaces.
void setColor ( int num, const Math::vec4 & color ) #
Updates the color of a given vertex.Arguments
- int num - Vertex number in range from 0 to the total number of mesh vertices.
- const Math::vec4 & color - Color.
Math::vec4 getColor ( int num ) const#
Returns the color of a given vertex.Arguments
- int num - Vertex number in range from 0 to the total number of mesh vertices.
Return value
Color.void setIndex ( int num, int index ) #
Updates an index in the index buffer (replaces the index with the given number with the specified index of the vertex).Arguments
- int num - Index number in range from 0 to the total number of indices in the index buffer.
- int index - Vertex index in the index buffer to set.
int getIndex ( int num ) const#
Returns the index of the vertex by the index number.Arguments
- int num - Index number in range from 0 to the total number of indices in the index buffer.
Return value
Vertex index in the index buffer.void setIndicesArray ( int[] indices ) #
Updates an array of indices.Arguments
- int[] indices
int setMesh ( const Ptr<Mesh> & mesh ) #
Allows for reinitialization of the ObjectMeshDynamic: it copies a given mesh into the current dynamic mesh. For example, you can copy a mesh into another one as follows:// create ObjectMeshDynamic instances
ObjectMeshDynamicPtr dynamicMesh = ObjectMeshDynamic::create();
ObjectMeshDynamicPtr dynamicMesh_2 = ObjectMeshDynamic::create();
// create a Mesh instance
MeshPtr firstMesh = Mesh::create();
// get the mesh of the ObjectMeshDynamic and copy it to the Mesh class instance
dynamicMesh->getMesh(firstMesh);
// put the firstMesh mesh to the dynamicMesh_2 instance
dynamicMesh_2->setMesh(firstMesh);
Arguments
Return value
1 if the mesh is copied successfully; otherwise, 0.int getMesh ( const Ptr<Mesh> & mesh ) const#
Copies the current dynamic mesh into the received mesh. For example, you can obtain geometry of the dynamic mesh and then change it:// a dynamic mesh from which geometry will be obtained
MeshPtr mesh_0 = Mesh::create("box.mesh");
ObjectMeshDynamicPtr dynamicMesh = ObjectMeshDynamic::create(mesh_0);
// create a new mesh
MeshPtr mesh_1 = Mesh::create();
// copy geometry to the Mesh instance
if(dynamicMesh->getMesh(mesh_1)) {
// do something with the obtained mesh
} else {
Log::error("Failed to copy a mesh\n");
}
Arguments
Return value
1 if the mesh is copied successfully; otherwise, 0.void setMeshName ( const char * name ) #
Sets the mesh name.Arguments
- const char * name - Mesh name.
const char * getMeshName ( ) const#
Gets the mesh name.Return value
Mesh name.Math::vec3 getNormal ( int num ) const#
Returns the normal vector coordinates of a given vertex.Arguments
- int num - Vertex number in range from 0 to the total number of mesh vertices.
Return value
Normal vector.void setNumIndices ( int indices ) #
Sets the number of vertex indices.Arguments
- int indices - Number of indices.
int getNumIndices ( ) const#
Returns the number of vertex indices.Return value
Number of indices.void setNumVertex ( int vertex ) #
Sets the number of mesh vertices.Arguments
- int vertex - Number of mesh vertices.
int getNumVertex ( ) const#
Returns the number of mesh vertices.Return value
Number of mesh vertices.void setSurfaceBegin ( int begin, int surface ) #
Sets the begin index for the specified surface of the dynamic object mesh.Arguments
- int begin - Index to be set as the begin one for the surface.
- int surface - Number of a target surface in range from 0 to the total number of mesh surfaces.
int getSurfaceBegin ( int surface ) const#
Returns the begin index of the specified mesh surface.Arguments
- int surface - Number of a target surface in range from 0 to the total number of mesh surfaces.
Return value
Returns the begin index of the surface.void setSurfaceEnd ( int end, int surface ) #
Sets the end index for the specified surface of the dynamic object mesh.Arguments
- int end - Index to be set as the end one for the surface.
- int surface - Number of a target surface in range from 0 to the total number of mesh surfaces.
int getSurfaceEnd ( int surface ) const#
Returns the end index of the specified mesh surface.Arguments
- int surface - Number of a target surface in range from 0 to the total number of mesh surfaces.
Return value
Returns the end index of the surface.void setSurfaceName ( const char * name, int surface ) #
Sets the name for the specified surface. The name will be set only if the specified surface was added via the addSurface() method.Arguments
- const char * name - Surface name.
- int surface - Number of a target surface in range from 0 to the total number of mesh surfaces.
void setTangent ( int num, const Math::quat & tangent ) #
Updates the tangent vector coordinates of a given vertex.Arguments
- int num - Vertex number in range from 0 to the total number of mesh vertices.
- const Math::quat & tangent - Tangent vector coordinates.
Math::quat getTangent ( int num ) const#
Returns the tangent vector coordinates of a given vertex.Arguments
- int num - Vertex number in range from 0 to the total number of mesh vertices.
Return value
Tangent vector.void setTexCoord ( int num, const Math::vec4 & texcoord ) #
Updates texture coordinates of a given vertex.Arguments
- int num - Vertex number in range from 0 to the total number of mesh vertices.
- const Math::vec4 & texcoord - New coordinate pairs for both texture channels.
Math::vec4 getTexCoord ( int num ) const#
Returns texture coordinates of a given vertex.Arguments
- int num - Vertex number in range from 0 to the total number of mesh vertices.
Return value
Coordinate pairs for both texture channels.void setVertex ( int num, const Math::vec3 & xyz ) #
Updates coordinates of a given vertex.Arguments
- int num - Vertex number.
- const Math::vec3 & xyz - New vertex coordinates in the mesh system of coordinates.
Math::vec3 getVertex ( int num ) const#
Returns coordinates of a given vertex.Arguments
- int num - Vertex number in range from 0 to the total number of mesh vertices.
Return value
Vertex coordinates in the mesh system of coordinates.void setVertexArray ( const ObjectMeshDynamic::Vertex[] & vertex ) #
Updates the vertex array of the dynamic mesh.Arguments
- const ObjectMeshDynamic::Vertex[] & vertex
const ObjectMeshDynamic::Vertex * getVertexArray ( ) const#
Returns an array of vertices of the dynamic mesh.Return value
Pointer to the array of vertices.bool isFlushed ( ) const#
Returns a value indicating if vertex data of the mesh was flushed (create/upload operation) to video memory.Return value
true if vertex data of the mesh was flushed (create/upload operation) to video memory; otherwise, false.void addColor ( const Math::vec4 & color ) #
Adds a color with given coordinates to the last added vertex.Arguments
- const Math::vec4 & color - Color.
void addIndex ( int index ) #
Adds an index to the index buffer.Arguments
- int index - Index to add.
void addIndicesArray ( int[] indices ) #
Adds an array of indices.Arguments
- int[] indices
void addSurface ( const char * name ) #
Adds all the last listed and unsigned vertices and triangles to a new surface with a specified name.Arguments
- const char * name - Name of the new surface.
void addTangent ( const Math::quat & tangent ) #
Adds a tangent vector with given coordinates to the last added vertex.Arguments
- const Math::quat & tangent - Tangent vector coordinates.
void addTexCoord ( const Math::vec4 & texcoord ) #
Adds texture coordinates to the last added vertex.Arguments
- const Math::vec4 & texcoord - Coordinate pairs for both texture channels.
void addTriangleFan ( int num_vertex ) #
Adds a triangle fan to the mesh. This method does not add vertices, rather it allocates indices, for which vertices should be then created with the addVertex() function. Indices will point to vertices starting from the current last vertex in the vertex buffer.Arguments
- int num_vertex - Number of vertices of the fan.
void addTriangleQuads ( int num_quads ) #
Adds a given number of quadrilaterals to the mesh. This method does not add vertices, rather it allocates indices, for which vertices should be then created with the addVertex() function. Indices will point to vertices starting from the current last vertex in the vertex buffer.Arguments
- int num_quads - Number of quadrilaterals.
void addTriangles ( int num_triangles ) #
Adds a given number of triangles to the mesh. This method does not add vertices, rather it allocates indices, for which vertices should be then created with the addVertex() function. Indices will point to vertices starting from the current last vertex in the vertex buffer.Arguments
- int num_triangles - Number of triangles.
void addTriangleStrip ( int num_vertex ) #
Adds a triangle strip to the mesh. This method does not add vertices, rather it allocates indices, for which vertices should be then created with the addVertex() function. Indices will point to vertices starting from the current last vertex in the vertex buffer.Arguments
- int num_vertex - Number of vertices of the strip.
void addVertex ( const Math::vec3 & xyz ) #
Adds a vertex with given coordinates to the mesh.Arguments
- const Math::vec3 & xyz - Vertex coordinates in the mesh system of coordinates.
void addVertexArray ( const ObjectMeshDynamic::Vertex[] & vertex ) #
Adds an array of vertices to the dynamic mesh.Arguments
- const ObjectMeshDynamic::Vertex[] & vertex
void allocateIndices ( int num ) #
Allocates a given number of vertex indices in the index buffer. With this function, memory can be allocated once rather than in chunks, making the creation faster.Arguments
- int num - Number of vertex indices that will be stored in the buffer.
void allocateVertex ( int num ) #
Allocates a given number of vertices in the vertex buffer. With this function, memory can be allocated once rather than in chunks, making the creation faster.Arguments
- int num - Number of vertices to allocate.
void clearIndices ( ) #
Clears all vertex indices in the mesh.void clearSurfaces ( ) #
Clears all the surface settings.void clearVertex ( ) #
Clears all of the mesh vertex settings.void flushIndices ( ) #
Flushes the index buffer and sends all data to GPU. This method is called automatically, if the length of the index buffer changes. If you change the contents of the index buffers, you should call this method.void flushVertex ( ) #
Flushes the vertex buffer and sends all data to GPU. This method is called automatically, if the length of the vertex buffer changes. If you change the contents of the vertex buffer, you should call this method.bool loadMesh ( const char * path ) #
Loads a mesh for the current mesh from the file. This function doesn't change the mesh name.Arguments
- const char * path - Mesh file name.
Return value
true if the mesh is loaded successfully; otherwise, false.void removeIndices ( int num, int size ) #
Removes the specified number of indices starting from the given index.Arguments
- int num - Index number.
- int size - Number of indices to remove.
void removeSurface ( int surface ) #
Removes the surface with the given index.Arguments
- int surface - Surface index.
void removeSurfaces ( const char * name ) #
Removes surfaces with the given name.Arguments
- const char * name - Surface name.
void removeVertex ( int num, int size, int indices ) #
Removes the specified number of vertices starting from the given vertex. To fix the index buffer after removal of vertices, pass true as the 3rd argument.Arguments
- int num - Vertex number.
- int size - Number of vertices to remove.
- int indices - 1 to fix the index buffer after removal of vertices; otherwise, 0.
bool saveMesh ( const char * path ) #
Saves the dynamic mesh into .mesh or .anim format.Arguments
- const char * path - Mesh file name.
Return value
true if the mesh is saved successfully; otherwise, false.static int type ( ) #
Returns the type of the node.Return value
Object type identifier.bool updateBounds ( ) #
Calculates a bounding box and a bounding sphere for the current mesh.Return value
1 if the bounds are calculated successfully; otherwise, 0.bool updateIndices ( ) #
Updates vertex and index buffers by removing duplicated vertices and rearranging the indices of the created mesh to optimize it for faster rendering.Return value
true if the indices are updated successfully; otherwise, false.void updateSurfaceBegin ( int surface ) #
Synchronizes surface begin index.Arguments
- int surface - Number of a target surface in range from 0 to the total number of mesh surfaces.
void updateSurfaceEnd ( int surface ) #
Synchronizes surface end index.Arguments
- int surface - Number of a target surface.
bool updateTangents ( ) #
Updates tangent vectors of the mesh vertices.Return value
true if the tangents are updated successfully; otherwise, false.void setFPSVisibleCamera ( int camera = -1 ) #
Sets the update rate value when the object is rendered to the viewport. The default value is infinity.Arguments
- int camera - Update rate value when the object is rendered.
int getFPSVisibleCamera ( ) const#
Returns the update rate value when the object is rendered to the viewport.Return value
Update rate value when the object is rendered.void setFPSVisibleShadow ( int shadow = 30 ) #
Sets the update rate value when only object shadows are rendered. The default value is 30 fps.Arguments
- int shadow - Update rate value when only object shadows are rendered.
int getFPSVisibleShadow ( ) const#
Returns the update rate value when only object shadows are rendered.Return value
Update rate value when only object shadows are rendered.void setFPSInvisible ( int invisible = 0 ) #
Sets the update rate value when the object is not rendered at all. The default value is 0 fps.Arguments
- int invisible - Update rate value when the object is not rendered at all.
int getFPSInvisible ( ) const#
Returns the update rate value when the object is not rendered at all.Return value
Update rate value when the object is not rendered at all.void setUpdateDistanceLimit ( float limit = -1 ) #
Sets the distance from the camera within which the object should be updated. The default value is infinity.Arguments
- float limit - Distance from the camera within which the object should be updated.
float getUpdateDistanceLimit ( ) const#
Returns the distance from the camera within which the object should be updated.Return value
Distance from the camera within which the object should be updated.bool isUniqueMesh ( ) const#
Returns a value indicating if the mesh used by the object is unique (different from the one shared by other Dynamic Mesh objects in the world by default).Return value
true if the object uses a unique mesh; otherwise, false.void putUniqueMesh ( ) #
Makes the mesh used by the object unique (different from the one shared by other Dynamic Mesh objects in the world by default).Last update:
2023-06-23
Help improve this article
Was this article helpful?
(or select a word/phrase and press Ctrl+Enter)