Getting Started
Migrating to UNIGINE 2.0
C++ API Migration
UnigineScript
The Language
Core Library
Engine Library
Node-Related Classes
GUI-Related Classes
Plugins Library
High-Level Systems
Samples
Usage Examples
C++ API
API Reference
Integration Samples
Usage Examples
C++ Plugins

ObjectDynamic Class

ObjectDynamic class allows to create a dynamic object, which can be rendered by means of any type of geometry (vertex format for an object is changeable). The class supports instancing as well as point/line/triangle rendering modes. ObjectDynamic class requires a custom shader for rendering, no build-in shaders are available.

The following sample demonstrates the ObjectDynamic class usage:

Creating a Dynamic Object

An example of creating a dynamic object - square:

Notice
Do not forget to create .mat file with all the materials for the new dynamic object and add a reference to it in the .world file.

Source code (UnigineScript)
#include <core/unigine.h>

/*
 */
 
// create a new dynamic object 
ObjectDynamic dynamic;

/*
 */
int init() {
	
	// load a library to the world
	engine.materials.addWorldLibrary("dynamic.mat");
	
	// add a free-flying camera and set position to it
	Player player = new PlayerSpectator();
	player.setPosition(Vec3(4.0f,4.0f,4.0f));
	player.setDirection(vec3(-1.0f));
	engine.game.setPlayer(player);
	
	// add new dynamic object and set its coordinates
	dynamic = new ObjectDynamic(1);
	dynamic.setMaterial("dynamic_mesh_base","*");
	
	// set vertex format
	dynamic.setVertexFormat((
		ivec3( 0, OBJECT_DYNAMIC_TYPE_FLOAT, 2),
		ivec3( 8, OBJECT_DYNAMIC_TYPE_HALF, 4),
		ivec3( 16, OBJECT_DYNAMIC_TYPE_HALF, 4),
		ivec3( 24, OBJECT_DYNAMIC_TYPE_HALF, 4),
	));
	
	// set vertex adding parameters
	void add_vertex(vec3 vertex,vec4 texcoord,vec3 normal,vec4 tangent) {
		dynamic.addVertexFloat(0,vertex,2);
		dynamic.setVertexHalf(1,texcoord,4);
		dynamic.setVertexHalf(2,vec4(normal,vertex.z),4);
		dynamic.setVertexHalf(3,tangent,4);
	}
	
	// add four vertices of a square 
	add_vertex(vec3(-1.0f,-1.0f,0.0f),vec4(0.0f,0.0f,0.0f,0.0f),vec3(0.0f,0.0f,1.0f),vec4(1.0f,0.0f,0.0f,1.0f));
	add_vertex(vec3( 1.0f,-1.0f,0.0f),vec4(1.0f,0.0f,0.0f,0.0f),vec3(0.0f,0.0f,1.0f),vec4(1.0f,0.0f,0.0f,1.0f));
	add_vertex(vec3( 1.0f, 1.0f,0.0f),vec4(1.0f,1.0f,0.0f,0.0f),vec3(0.0f,0.0f,1.0f),vec4(1.0f,0.0f,0.0f,1.0f));
	add_vertex(vec3(-1.0f, 1.0f,0.0f),vec4(0.0f,1.0f,0.0f,0.0f),vec3(0.0f,0.0f,1.0f),vec4(1.0f,0.0f,0.0f,1.0f));
	
	// add the indices for the vertices
	dynamic.addIndex(0);
	dynamic.addIndex(1);
	dynamic.addIndex(2);
	
	dynamic.addIndex(2);
	dynamic.addIndex(3);
	dynamic.addIndex(0);
	
	// set a bounding box for the object
	dynamic.setBoundBox(vec3(-1.0f),vec3(1.0f));
	
	return 1;
}

/*
 */
int update() {
	
	// add a rotation to the object (if needed)
	dynamic.setWorldTransform(rotateZ(engine.game.getTime() * 32.0f));
	
	return 1;
}

The obtained result in the Editor:

See Also

ObjectDynamic Class

This class inherits from Object

Members


ObjectDynamic (int dynamic = 0)

Constructor. Creates a new dynamic object. By default, no flags are used.

Arguments

void addIndex (int vertex)

Adds an index to the index buffer.

Arguments

  • int vertex - Index to add.

void addLineStrip (int num_vertex)

Adds a line strip to the object.
Notice
This method does not add the new vertices, but allocates their indices. Vertices should be created with addVertexFloat(), addVertexHalf() or addVertexUChar() methods accordingly to the required vertex type.

Arguments

  • int num_vertex - Number of vertices composing the strip.

void addPoints (int num_points)

Adds the points to the object.
Notice
This method does not add the new vertices, but allocates their indices. Vertices should be created with addVertexFloat(), addVertexHalf() or addVertexUChar() methods accordingly to the required vertex type.

Arguments

  • int num_points - Number of points.

void addSurface (string name)

Adds all the last listed and unsigned vertices and triangles to a new object surface with a specified name.

Arguments

  • string name - Name of the new surface.

void addTriangleFan (int num_vertex)

Adds a triangle fan to the object.
Notice
This method does not add the new vertices, but allocates their indices. Vertices should be created with addVertexFloat(), addVertexHalf() or addVertexUChar() methods accordingly to the required vertex type.

Arguments

  • int num_vertex - Number of vertices composing 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 addTriangleStrip (int num_vertex)

Adds a triangle strip to the object.
Notice
This method does not add the new vertices, but allocates their indices. Vertices should be created with addVertexFloat(), addVertexHalf() or addVertexUChar() methods accordingly to the required vertex type.

Arguments

  • int num_vertex - Number of vertices composing the strip.

void addTriangles (int triangles)

Adds a given number of triangles to the object.
Notice
This method does not add the new vertices, but allocates their indices. Vertices should be created with addVertexFloat(), addVertexHalf() or addVertexUChar() methods accordingly to the required vertex type.

Arguments

  • int triangles - Number of triangles.

void addVertexDouble (int attribute, double[] value, int size)

Adds a vertex of a double type with the given attribute, coordinates and size to the object.

Arguments

  • int attribute - Attribute number.
  • double[] value - Value pointer.
  • int size - Size of the vertex: can be 1,2,3 or 4 bytes for this type.

void addVertexFloat (int attribute, float[] coordinates, int size)

Adds a vertex of a float type with the given attribute, coordinates and size to the object.
Notice
Before adding a vertex, make sure that you set all the attributes for it with the setVertexFormat() method.

Arguments

  • int attribute - The number of the attribute, set in the setVertexFormat() method.
  • float[] coordinates - Vertex coordinates.
  • int size - Size of the vertex, bytes. Can be 1,2,3,4 for this type.
    Notice
    The size can be different with the size, set in the setVertexFormat() method.

void addVertexHalf (int attribute, float[] coordinates, int size)

Adds a vertex of the half-float type with the given attribute, coordinates and size to the object.
Notice
Before adding a vertex, make sure that you set all the attributes for it with the setVertexFormat() method.

Arguments

  • int attribute - The number of the attribute, set in the setVertexFormat() method.
  • float[] coordinates - Vertex coordinates.
  • int size - Size of the vertex, bytes. Can be 2,4 for this type.
    Notice
    The size can be different with the size, set in the setVertexFormat() method.

void addVertexUChar (int attribute, int coordinates, int size)

Adds a vertex of an unsigned char type with the given attribute, coordinates and size to the object.
Notice
Before adding a vertex, make sure that you set all the attributes for it with the setVertexFormat() method.

Arguments

  • int attribute - The number of the attribute, set in the setVertexFormat() method.
  • int coordinates - Vertex coordinates.
  • int size - Size of the vertex, bytes. Can be only 4 for this type.
    Notice
    The size can be different with the size, set in the setVertexFormat() method.

void addVertexUShort (int attribute, int value, int size)

Adds a vertex of an unsigned short value with the given attribute, coordinates and size to the object.

Arguments

  • int attribute - Attribute number.
  • int value - Value pointer.
  • int size - Size of the vertex: can be 4 bytes for this type.

void allocateIndices (int num)

Allocate an index buffer for a given number of indices that will be used for an object. With this function, memory can be allocated once rather than in chunks, making the creation faster.

Arguments

  • int num - The number of indices that will be stored in a buffer.

void allocateVertex (int num)

Allocate a vertex buffer for a given number of vertices that will be used for an object. With this function, memory can be allocated once rather than in chunks, making the creation faster.

Arguments

  • int num - The number of vertices that will be stored in a buffer.

void clearIndices ()

Clears all vertex indices used by the object.

void clearSurfaces ()

Clears all the surface settings.

void clearVertex ()

Clears all the current vertex settings.

void flushIndices ()

Flushes the index buffer and sends data to the GPU. This function is called automatically, if the length of the index buffer changes. If you change the content of the index buffer, you should call this method.

void flushVertex ()

Flushes the vertex buffer and sends data to the GPU. This function is called automatically, if the length of the vertex buffer changes. If you change the content of the vertex buffer, you should call this method.

int getIndex (int index)

Returns the index of the vertex by the index number.

Arguments

  • int index - Index number.

Return value

Vertex index in the index buffer.

int getInstancing ()

Returns a value indicating if the hardware instancing flag is enabled.

Return value

1 if the hardware instancing flag is enabled; otherwise, 0.

int getNumIndices ()

Returns the number of vertex indices used by the object.

Return value

Number of indices.

int getNumVertex ()

Returns the number of vertices composing the object.

Return value

Number of vertices.

int getSurfaceBegin (int surface)

Returns the begin index of the specified object surface.

Arguments

  • int surface - The number of the target surface in range from 0 to the total number of surfaces.

Return value

The begin index.

int getSurfaceEnd (int surface)

Returns the end index of the specified object surface.

Arguments

  • int surface - TThe number of the target surface in range from 0 to the total number of surfaces.

Return value

The end index.

int getSurfaceMode (int surface)

Returns primitives used to render the object surface with: triangles (by default), lines or points.

Arguments

  • int surface - Surface number.

Return value

Surface rendering mode:
  • OBJECT_DYNAMIC_MODE_POINTS = 0
  • OBJECT_DYNAMIC_MODE_LINES
  • OBJECT_DYNAMIC_MODE_TRIANGLES

int getVertexSize ()

Returns the size of the current vertex, bytes.

Return value

Vertex size.

void removeIndices (int num, int size)

Removes the specified number of indices starting from the given index.

Arguments

  • int num - Number of the index in the index buffer.
  • int size - Number of indices to remove.

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 1 as the 3rd argument.

Arguments

  • int num - Number of the vertex in the vertex buffer.
  • int size - Number of vertices to remove.
  • int indices - 1 to fix the index buffer after removal of vertices; otherwise, 0.

Examples

To remove all vertices of the dynamic object except the last 4 vertices, use this function as follows:

Source code (UnigineScript)
while(dynamic.getNumVertex() >= 4) {
	dynamic.removeVertex(0, 1, 1);
}
						

void setBoundBox (BoundBox bb, int surface)

Sets a bounding box of a specified size for a given dynamic object surface.

Arguments

  • BoundBox bb - Bounding box.
  • int surface - Surface number in range from 0 to the total number of dynamic mesh surfaces.

void setBoundBox (BoundBox bb)

Sets a bounding box of the specified size for the dynamic object.

Arguments

  • BoundBox bb - Bounding box.

void setIndex (int num, int index)

Updates the 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 the index buffer.
  • int index - Vertex index in the index buffer to set.

void setInstancing (int instancing)

Activates the hardware instancing technique.

Arguments

  • int instancing - Instancing flag. 1 to enable hardware instancing, 0 to disable it.

void setNumIndices (int num)

Sets the number of vertex indices.

Arguments

  • int num - Number of indices.

void setNumVertex (int num)

Sets the number of mesh vertices.

Arguments

  • int num - Number of mesh vertices.

void setParameterBool (string name, int value)

Sets boolean shader parameter of the specified value.

Arguments

  • string name - Name of the parameter.
  • int value - Parameter value.

void setParameterFloatArray (string name, int size, int num)

Sets an array of the specified number of float shader parameters.

Arguments

  • string name - Name of the parameter.
  • int size - Parameter size.
  • int num - Number of parameters.

void setParameterFloat (string name, float[] value, int size)

Sets float shader parameter of the specified value.

Arguments

  • string name - Name of the parameter.
  • float[] value - Parameter value pointer.
  • int size - Parameter size.

void setParameterInt (string name, int value, int size)

Sets integer shader parameter of the specified value.

Arguments

  • string name - Name of the parameter.
  • int value - Parameter value.
  • int size - Parameter size.

void setSurfaceBegin (int begin, int surface)

Sets the begin index for the specified object surface.

Arguments

  • int begin - The index to be set as the begin one for the surface.
  • int surface - Number of the target surface.

void setSurfaceEnd (int begin, int surface)

Sets the end index for the specified object surface.

Arguments

  • int begin - The index to be set as the end one for the surface.
  • int surface - Number of the target surface.

void setSurfaceMode (int mode, int surface)

Sets primitives to render an object surface with: triangles (by default), lines or points.

Arguments

void setSurfaceName (string name, int surface)

Sets the name for the specified surface.
Notice
The name will be set only if the specified surface was added via the addSurface() method.

Arguments

  • string name - New name of the surface.
  • int surface - Number of a target surface in range from 0 to the total number of surfaces.

void setVertexDouble (int attribute, double[] value, int size)

Updates the last added vertex with the vertex of the double type with the given parameters.

Arguments

  • int attribute - Attribute number.
  • double[] value - Value pointer.
  • int size - Size of value.

void setVertexFloat (int attribute, float[] coordinates, int size)

Updates the last added vertex to the vertex of the float type with the given parameters.

Arguments

  • int attribute - The number of the attribute, set in the setVertexFormat() method.
  • float[] coordinates - Vertex coordinates.
  • int size - Size of the vertex: can be 1,2,3,4 for this type.
    Notice
    The size can be different with the size, set in the setVertexFormat() method.

void setVertexFormat (int num_attributes = [])

Sets the number of the vertex attributes.
Notice
This method does not create vertices, but their attributes. Vertices should be created with addVertexFloat(), addVertexHalf() or addVertexUChar() methods accordingly to the type specified in this method.

Arguments

  • int num_attributes - Number of the vertex attributes, can be up to 16 attributes for one vertex. The numeration starts from 0. Each attribute consists of:
    • An offset of the vertex in bytes, depends on the vertex type and size.
    • Type of the vertex: OBJECT_DYNAMIC_TYPE_FLOAT, OBJECT_DYNAMIC_TYPE_HALF, OBJECT_DYNAMIC_TYPE_UCHAR
    • Size of the vertex: can be 1,2,3,4 for float type; 2,4 for half type; 4 for UChar type
      Notice
      When it goes to shader, 0-attribute always comes with the size of 4, no matter what size is specified in the method. All the other attributes comes with the specified sizes.

    The example of setting 3 different vertices attributes:

    Source code (UnigineScript)
    // vertex format
    dynamic.setVertexFormat((
    	ivec3( 0, OBJECT_DYNAMIC_TYPE_FLOAT, 1),
    	ivec3( 12, OBJECT_DYNAMIC_TYPE_HALF, 2),
    	ivec3( 24, OBJECT_DYNAMIC_TYPE_UCHAR, 4),
    ));

void setVertexHalf (int attribute, float[] coordinates, int size)

Updates the last added vertex to the vertex of the half-float type with the given parameters.

Arguments

  • int attribute - The number of the attribute, set in the setVertexFormat() method.
  • float[] coordinates - Vertex coordinates.
  • int size - Size of the vertex: can be 2, 4 for this type.
    Notice
    The size can be different with the size, set in the setVertexFormat() method.

void setVertexUChar (int attribute, int coordinates, int size)

Updates the last added vertex to the vertex of the unsigned char type with the given parameters.

Arguments

  • int attribute - The number of the attribute, set in the setVertexFormat() method.
  • int coordinates - Vertex coordinates.
  • int size - Size of the vertex: can be 4 for this type.
    Notice
    The size can be different with the size, set in the setVertexFormat() method.

void setVertexUShort (int attribute, int value, int size)

Updates the last added vertex with the vertex of the unsigned short type with the given parameters.

Arguments

  • int attribute - Attribute number.
  • int value - Value pointer.
  • int size - Size of the vertex: can be 4 bytes for this type.

void updateSurfaceBegin (int surface)

Synchronizes surface begin index.

Arguments

  • int surface - The number of the target surface in range from 0 to the total number of surfaces.

void updateSurfaceEnd (int surface)

Synchronizes surface end index.

Arguments

  • int surface - The number of the target surface in range from 0 to the total number of surfaces.

int OBJECT_DYNAMIC_MODE_LINES

Description

Mode to render the lines.

int OBJECT_DYNAMIC_MODE_PATCHES

Description

A mode to render patches.

int OBJECT_DYNAMIC_MODE_POINTS

Description

Mode to render the points.

int OBJECT_DYNAMIC_MODE_TRIANGLES

Description

Mode to render the triangles (to create the objects).

int OBJECT_DYNAMIC_TYPE_DOUBLE

Description

Use a double type to store vertices.

int OBJECT_DYNAMIC_TYPE_FLOAT

Description

Use a float type to store vertices.

int OBJECT_DYNAMIC_TYPE_HALF

Description

Use a half-float type to store vertices.

int OBJECT_DYNAMIC_TYPE_UCHAR

Description

Use an unsigned char type to store vertices.

int OBJECT_DYNAMIC_TYPE_USHORT

Description

Use an unsigned short type to store vertices.
Last update: 2017-07-03