Unigine::ObjectMeshStatic Class
Header: | #include <UnigineObjects.h> |
Inherits from: | Object |
ObjectMeshStatic Class
枚举
LIGHTMAP_QUALITY#
Lightmap baking quality preset to be used.Name | 描述 |
---|---|
LIGHTMAP_QUALITY_GLOBAL = 0 | Global quality preset set in the Bake Lighting settings. |
LIGHTMAP_QUALITY_DRAFT = 1 | Draft quality preset for lightmaps. |
LIGHTMAP_QUALITY_LOW = 2 | Low quality preset for lightmaps. |
LIGHTMAP_QUALITY_MEDIUM = 3 | Medium quality preset for lightmaps. |
LIGHTMAP_QUALITY_HIGH = 4 | High quality preset for lightmaps. |
LIGHTMAP_QUALITY_ULTRA = 5 | Ultra quality preset for lightmaps. |
LIGHTMAP_MODE#
Lightmap mode defining the source of lightmap texture to be used.SURFACE_CUSTOM_TEXTURE_MODE#
Mode defining the source of surface custom texture to be used.Members
static ObjectMeshStaticPtr create ( const char * path ) #
ObjectMeshStatic constructor. Creates a Static Mesh object with mesh loaded from the specified file.Arguments
- const char * path - Path to the source .mesh-file.
static ObjectMeshStaticPtr create ( ) #
ObjectMeshStatic constructor. Creates an empty Static Mesh object.static int type ( ) #
Returns the type of the object.Return value
Object Mesh Static type identifier.void setMeshPath ( const char * path ) #
Sets the new path to the source mesh. Does not update mesh immediately using the new path. If the mesh is in the procedural mode, it will be reset.Arguments
- const char * path - Path to the source .mesh-file.
const char * getMeshPath ( ) const#
Returns the path to the current source mesh file.Return value
Path to the source .mesh-file.bool applyMeshProcedural ( const Ptr<Mesh> & mesh ) #
Sets the specified mesh as the source mesh for the object. The object must be in the procedural mesh mode.ObjectMeshStaticPtr my_static_mesh;
// ...
// switch the object to procedural mesh mode
my_static_mesh->setMeshProceduralMode(true);
// update the source mesh of the "my_static_mesh" object via the source_mesh instance
my_static_mesh->applyMeshProcedural(source_mesh);
Arguments
void setLightmapEnabled ( bool enabled, int surface ) #
Sets a value indicating if lightmapping is to be enabled for the surface with the specified number.Arguments
- bool enabled - true to enable lightmapping for the surface with the specified number, or false - to disable.
- int surface - Mesh surface number.
bool isLightmapEnabled ( int surface ) const#
Returns a value indicating if lightmapping is enabled for the surface with the specified number.Arguments
- int surface - Mesh surface number.
Return value
true if lightmapping is enabled for the surface with the specified number;otherwise, false.void setLightmapMode ( ObjectMeshStatic::LIGHTMAP_MODE mode, int surface ) #
Sets a new lightmap mode for the surface with the specified number.Arguments
- ObjectMeshStatic::LIGHTMAP_MODE mode - New lightmap mode to be set for the surface with the specified number. One of the LIGHTMAP_MODE values.
- int surface - Mesh surface number.
ObjectMeshStatic::LIGHTMAP_MODE getLightmapMode ( int surface ) const#
Returns the current lightmap mode for the surface with the specified number.Arguments
- int surface - Mesh surface number.
Return value
Current lightmap mode for the surface with the specified number. One of the LIGHTMAP_MODE values.void setLightmapSourceSurface ( int source_surface, int surface ) #
Sets a new source mesh surface number for the surface with the specified number. A lightmap texture generated for the source mesh surface shall be used for the specified surface (available only when the lightmap mode for the surface is set to LIGHTMAP_MODE_SURFACE mode. This can be used as optimization for LODs.Arguments
- int source_surface - Source mesh surface number.
- int surface - Mesh surface number.
int getLightmapSourceSurface ( int surface ) const#
Returns the current source mesh surface number for the surface with the specified number. A lightmap texture generated for the source mesh surface is used for the specified surface (available only when the lightmap mode for the surface is set to LIGHTMAP_MODE_SURFACE mode. This can be used as optimization for LODs.Arguments
- int surface - Mesh surface number.
Return value
Source mesh surface number.bool isLightmapCompression ( int surface ) const#
Returns a value indicating if the lightmap texture baked for the surface with the specified number is to be compressed. Compressed lightmaps are lightweight, but please note that some compression artifacts may appear.Arguments
- int surface - Mesh surface number.
Return value
true if the lightmap texture baked for the surface with the specified number is to be compressed; otherwise, false.void setLightmapCompression ( bool enabled, int surface ) #
Sets a value indicating if the lightmap texture baked for the surface with the specified number is to be compressed. Compressed lightmaps are lightweight, but please note that some compression artifacts may appear.Arguments
- bool enabled - true to enable compression for the lightmap texture baked for the surface with the specified number, or false - to disable.
- int surface - Mesh surface number.
void setLightmapQuality ( ObjectMeshStatic::LIGHTMAP_QUALITY quality, int surface ) #
Sets a new lightmap baking quality preset for the surface with the specified number.Arguments
- ObjectMeshStatic::LIGHTMAP_QUALITY quality - New lightmap baking quality preset to be used for the surface with the specified number. One of the LIGHTMAP_QUALITY values.
- int surface - Mesh surface number.
ObjectMeshStatic::LIGHTMAP_QUALITY getLightmapQuality ( int surface ) const#
Returns the current lightmap baking quality preset for the surface with the specified number.Arguments
- int surface - Mesh surface number.
Return value
Current lightmap baking quality preset for the surface with the specified number. One of the LIGHTMAP_QUALITY values.void setLightmapTextureFilePath ( const char * path, int surface ) #
Sets a new path to the baked lightmap texture file to be used for the surface with the specified number. You can use this method to specify a lightmap texture generated in a third-party software.Arguments
- const char * path - Path to the baked lightmap texture file to be used for the surface with the specified number.
- int surface - Mesh surface number.
String getLightmapTextureFilePath ( int surface ) const#
Returns the path to the baked lightmap texture file currently used for the surface with the specified number.Arguments
- int surface - Mesh surface number.
Return value
Path to the baked lightmap texture file currently used for the surface with the specified number.void setSurfaceCustomTextureEnabled ( bool enabled, int surface ) #
Sets a value indicating if a custom texture is to be used for the surface with the specified number.Arguments
- bool enabled - true to enable using the custom texture for the surface with the specified number, or false - to disable.
- int surface - Mesh surface number.
bool isSurfaceCustomTextureEnabled ( int surface ) const#
Returns a value indicating if a custom texture is to be used for the surface with the specified number.Arguments
- int surface - Mesh surface number.
Return value
true if a custom texture is to be used for the surface with the specified number; otherwise, false.void setSurfaceCustomTextureMode ( ObjectMeshStatic::SURFACE_CUSTOM_TEXTURE_MODE mode, int surface ) #
Sets a new mode for the custom texture of the surface with the specified number. This mode defines the source of the custom texture for the surface: either use a unique custom texture, or use a custom texture that is assigned to another surface of the mesh.Arguments
- ObjectMeshStatic::SURFACE_CUSTOM_TEXTURE_MODE mode - Custom texture mode to be set for the surface with the specified number. One of the SURFACE_CUSTOM_TEXTURE_MODE_ values.
- int surface - Mesh surface number.
ObjectMeshStatic::SURFACE_CUSTOM_TEXTURE_MODE getSurfaceCustomTextureMode ( int surface ) const#
Returns the current mode for the custom texture of the surface with the specified number. This mode defines the source of the custom texture for the surface: either use a unique custom texture, or use a custom texture that is assigned to another surface of the mesh.Arguments
- int surface - Mesh surface number.
Return value
Current custom texture mode for the surface with the specified number. One of the SURFACE_CUSTOM_TEXTURE_MODE_ values.void setSurfaceCustomTextureSourceSurface ( int source_surface, int surface ) #
Sets a new source mesh surface number for the surface with the specified number. A custom texture generated for the source mesh surface shall be used for the specified surface (available only when the custom texture mode for the surface is set to SURFACE_CUSTOM_TEXTURE_MODE_SURFACE. This can be used as optimization for LODs.Arguments
- int source_surface - Source mesh surface number.
- int surface - Mesh surface number.
int getSurfaceCustomTextureSourceSurface ( int surface ) const#
Returns the current source mesh surface number for the surface with the specified number. A custom texture generated for the source mesh surface is used for the specified surface (available only when the custom texture mode for the surface is set to SURFACE_CUSTOM_TEXTURE_MODE_SURFACE. This can be used as optimization for LODs.Arguments
- int surface - Mesh surface number.
Return value
Source mesh surface number.void setSurfaceCustomTexturePath ( const char * path, int surface ) #
Sets a new path to the custom texture to be used for the surface with the specified number. You can use this method to specify a texture generated in a third-party software.Arguments
- const char * path - Path to the custom texture to be assigned to the surface with the specified number.
- int surface - Mesh surface number.
const char * getSurfaceCustomTexturePath ( int surface ) const#
Returns the path to the custom texture currently assigned to the surface with the specified index.Arguments
- int surface - Mesh surface number.
Return value
Path to the custom texture currently assigned to the surface with the specified number.void setSurfaceCustomTexture ( const Ptr<Texture> & texture, int surface ) #
Sets a new texture to be used as a custom texture for the surface with the specified number. You can use this method to set any texture.Arguments
Ptr<Texture> getSurfaceCustomTexture ( int surface ) const#
Returns the texture currently used as a custom texture for the surface with the specified number.Arguments
- int surface - Mesh surface number.
Return value
Texture used as a custom texture for the specified surface.Ptr<Mesh> getMeshCurrentRAM ( ) #
Returns the current source mesh used for the object and loaded to memory (RAM).Return value
A current source mesh used for the object.Ptr<MeshRender> getMeshCurrentVRAM ( ) #
Returns the current source mesh used for the object and loaded to video memory (VRAM).Return value
A current render mesh used for the object.Ptr<Mesh> getMeshForceRAM ( ) #
Returns the source mesh used for the object and loads it to memory (RAM) immediately.Return value
A source mesh used for the object.Ptr<MeshRender> getMeshForceVRAM ( ) #
Returns the render mesh used for the object and loads it to video memory (VRAM) immediately. At that, the static mesh will also be loaded to memory (RAM).Loading to VRAM must be performed in the main thread only.
Return value
A render mesh used for the object.Ptr<Mesh> getMeshAsyncRAM ( ) #
Returns the source mesh used for the object and loads it to memory (RAM) asynchronously.Return value
A source mesh used for the object.Ptr<MeshRender> getMeshAsyncVRAM ( ) #
Returns the render mesh used for the object and loads it to video memory (VRAM) asynchronously. At that, the static mesh will also be loaded to memory (RAM).Loading to VRAM must be performed in the main thread only.
Return value
A render mesh used for the object.Ptr<Mesh> getMeshProceduralRAM ( ) #
Returns the procedural source mesh used for the object and loads it to memory (RAM) using the specific streaming mode for procedural meshes. A procedural mesh is a mesh created via code, such meshes have a specific streaming mode — they are always kept in memory after creation and never unloaded until the object is destroyed via code or the mesh returns to its normal mode (streaming from a source file). Changing of the static mesh is possible only if it is in the procedural mode.Return value
A procedural source mesh used for the object.Ptr<MeshRender> getMeshProceduralVRAM ( ) #
Returns the procedural render mesh used for the object and loads it to video memory (VRAM) using the specific streaming mode for procedural meshes. A procedural mesh is a mesh created via code, such meshes have a specific streaming mode — they are always kept in memory after creation and never unloaded until the object is destroyed via code or the mesh returns to its normal mode (streaming from a source file). Changing of the static mesh is possible only if it is in the procedural mode.Return value
A procedural render mesh used for the object.bool loadAsyncVRAM ( ) #
Asynchronously loads the mesh to video memory (VRAM) if the async streaming mode for meshes is enabled. Otherwise, the forced loading is performed. This method is recommended for implementing your own prefetch system (i.e. asynchronous pre-loading of meshes to video memory before they are used).Loading to VRAM must be performed in the main thread only.
Return value
true if the mesh is loaded successfully, otherwise false. If the mesh is already loaded to VRAM, true will be returned.bool loadAsyncRAM ( ) #
Asynchronously loads the mesh to memory (RAM) if the async streaming mode for meshes is enabled. Otherwise, the forced loading is performed. This method is recommended for implementing your own prefetch system (i.e. asynchronous pre-loading of meshes to memory before they are used).Return value
true if the mesh is loaded successfully, otherwise false. If the mesh is already loaded to RAM, true will be returned.bool loadForceVRAM ( ) #
Performs force-loading of the mesh to video memory (VRAM) immediately.Loading to VRAM must be performed in the main thread only.
Return value
true if the mesh is loaded successfully, otherwise false. If the mesh is already loaded to VRAM, true will be returned.bool loadForceRAM ( ) #
Performs force-loading of the mesh to memory (RAM) immediately.Return value
true if the mesh is loaded successfully, otherwise false. If the mesh is already loaded to RAM, true will be returned.bool asyncCalculateNodes ( int surface ) #
Asynchronously calculates the mesh surface internal spatial tree used for quick calculation of collisions and intersections. This method is recommended for implementing your own prefetch system (i.e. asynchronous pre-loading of meshes to memory before they are used).Arguments
- int surface - Mesh surface number.
Return value
true if the internal tree is calculated successfully; otherwise, false.bool asyncCalculateEdges ( int surface ) #
Asynchronously calculates the edges of the mesh surface geometry. This method is recommended for implementing your own prefetch system (i.e. asynchronous pre-loading of meshes to memory before they are used).Arguments
- int surface - Mesh surface number.
Return value
true if the edges are calculated successfully; otherwise, false.void setMeshProceduralMode ( bool meshproceduralmode ) #
Sets a value indicating if the source mesh used for the object is procedural. A procedural mesh is a mesh created via code, such meshes have a specific streaming mode - they are always kept in memory after creation and never unloaded until the object is destroyed via code or the mesh returns to its normal mode (streaming from a source file). Changing of the static mesh is possible only if it is in the procedural mode.Arguments
- bool meshproceduralmode - true to switch the source mesh used for the object to procedural mode; otherwise, false - normal mode (the source mesh is streamed from a source file).
bool isMeshProceduralMode ( ) const#
Returns a value indicating if the source mesh used for the object is procedural. A procedural mesh is a mesh created via code, such meshes have a specific streaming mode - they are always kept in memory after creation and never unloaded until the object is destroyed via code or the mesh returns to its normal mode (streaming from a source file). Changing of the static mesh is possible only if it is in the procedural mode.Return value
true if the source mesh used for the object is procedural; otherwise, false - normal mode (the source mesh is streamed from a source file).bool isMeshNull ( ) const#
Returns a value indicating if the source mesh used for the object is null (does not exist, unassigned, not loaded, etc.).Return value
true if the source mesh used for the object is null; otherwise, false.bool isMeshLoadedRAM ( ) const#
Returns a value indicating if the source mesh used for the object is loaded to memory (RAM).Return value
true if the source mesh used for the object is loaded to RAM; otherwise, false.bool isMeshLoadedVRAM ( ) const#
Returns a value indicating if the source mesh used for the object is loaded to video memory (VRAM).Return value
true if the source mesh used for the object is loaded to VRAM; otherwise, false.Last update:
2024-09-03
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