ObjectMeshCluster Class
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.
Inherits from: | Object |
A MeshCluster class allows you to bake identical meshes (with the same material applied to their surfaces) into one object, which provides less cluttered spatial tree, reduces the number of texture fetches and speeds up rendering.
Meshes are rendered within a specified visibility distance from the camera. When moving away from this distance, meshes fade out and then disappear completely.
See Also#
A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/objects/ folder:
ObjectMeshCluster Class
Members
static ObjectMeshCluster ( string path, int unique = false ) #
ObjectMeshCluster constructor.Arguments
- string path - Name of the mesh file.
- int unique - When you create several objects out of a single .mesh file, the instance of the mesh geometry is created. If you then change the source geometry, its instances will be changed as well. To avoid this, set the unique flag to true (1), so a copy of the mesh geometry will be created and changes won't be applied.
void setFadeDistance ( float distance ) #
Sets the distance up to which meshes handled by the mesh cluster will be fading out (that is, fewer meshes will be rendered instead of all). The distance is measured starting from the visibility distance.In order for a fade distance to be applied, visibility distance should not be infinite.
Arguments
- float distance - Distance of fading for meshes, in units. If a negative value is provided, 0 will be used instead.
float getFadeDistance ( ) #
Returns the current distance up to which meshes handled by the mesh cluster are fading out (that is, fewer meshes will be rendered instead of all). The distance is measured starting from the visibility distance.In order for a fade distance to be applied, visibility distance should not be infinite.
Return value
Fade distance, in units.int setMesh ( Mesh mesh ) #
Copies the source mesh into the current mesh.Arguments
- Mesh mesh - Source mesh to be copied.
Return value
1 if the mesh is copied successfully; otherwise, 0.int getMesh ( Mesh mesh ) #
Copies the current mesh into the target mesh.Arguments
- Mesh mesh - Target mesh.
Return value
1 if the mesh is copied successfully; otherwise, 0.void setMeshName ( string name ) #
Sets a new path to the mesh handled by the mesh cluster. Does not update mesh immediately using the new path, unlike the setMeshNameForce() method.Arguments
- string name - Path to the mesh to be set.
void setMeshNameForce ( string name ) #
Sets a new path to the mesh handled by the mesh cluster and forces mesh creation using the new path. The new mesh is created from the specified path immediately with the unique flag set to 0.Arguments
- string name - Path to the mesh file.
string getMeshName ( ) #
Returns the path to the mesh handled by a mesh cluster.Return value
Path to the mesh.int addMeshTransform ( ) #
Adds a new mesh instance transformation to the cluster. To set the new added transformation pass the return value of this method to the setMeshTransform() method.Return value
Number of the last added mesh instance.void setMeshTransform ( int num, mat4 transform ) #
Sets the transformation for the given mesh instance.Arguments
- int num - Mesh instance number.
- mat4 transform - Mesh transformation matrix.
mat4 getMeshTransform ( int num ) #
Returns the transformation of the given mesh instance.Arguments
- int num - Mesh instance number.
Return value
Mesh transformation matrix.void removeMeshTransform ( int num ) #
Removes the transformation of the specified mesh instance from the cluster.Arguments
- int num - Mesh instance number.
void removeMeshTransformFast ( int num ) #
Removes the transformation of the specified mesh instance from the cluster.Arguments
- int num - Mesh instance number.
void updateSpatialTree ( ) #
Updates the spatial tree of the mesh cluster. Spatial tree is updated in the next frame, this method can be used to update the tree immediately.int getNumMeshes ( ) #
Returns the total number of meshes handled by the mesh cluster.Return value
Number of meshes.int getNumSurfaceTargets ( int surface ) #
Returns the total number of surface targets.Arguments
- int surface - Surface number.
Return value
Total number of surface targets.string getSurfaceTargetName ( int surface, int target ) #
Returns the name of a given surface target.Arguments
- int surface - Surface number.
- int target - Target number.
Return value
Target name.void setVisibleDistance ( float distance ) #
Sets the distance up to which meshes handled by the mesh cluster will be rendered. The default is infinity (in this case, fade distance will be ignored).Arguments
- float distance - Visibility distance for meshes in units. If a negative value is provided, 0 will be used instead.
float getVisibleDistance ( ) #
Returns the distance up to which meshes handled by the mesh cluster are rendered. The default is infinity (in this case, fade distance is ignored).Return value
Visibility distance for meshes in units.void clearMeshes ( ) #
Deletes all meshes currently baked into mesh cluster.int createMesh ( string path, int unique = 0 ) #
Creates the cluster with the specified parameters.Arguments
- string path - Mesh name.
- int unique - When you create several objects out of a single .mesh file, the instance of the mesh geometry is created. If you then change the source geometry, its instances will be changed as well. To avoid this, set the unique flag to 1, so a copy of the mesh geometry will be created and changes won't be applied.
Return value
1 if the mesh is created successfully; otherwise - 0.void createMeshes ( ) #
Creates meshes is accordance with the transformations vector (world coordinates) and bakes them into the cluster. All baked meshes are identical to the source mesh and have the same material applied to their surfaces.Arguments
int findSurfaceTarget ( string name, int surface ) #
Searches for a surface target with a given name.Arguments
- string name - Target name.
- int surface - Surface number.
Return value
Target number if it exists; otherwise, -1.void flushMesh ( ) #
Flushes the mesh geometry into the video memory.int loadMesh ( string path ) #
Loads the mesh for the current mesh from the .mesh file. This function doesn't change the mesh name.Arguments
- string path - Path to the .mesh file.
Return value
1 if the mesh is loaded successfully; otherwise, 0.int saveMesh ( string path ) #
Saves the cluster mesh to a .mesh file.Arguments
- string path - Path to the .mesh file.
Return value
1 if the mesh is saved successfully; otherwise, 0.int removeClusterTransforms ( WorldBoundBox bb ) #
Removes cluster meshes, found within the specified bounding box, from the cluster.Arguments
- WorldBoundBox bb - Bounding box defining the area, within which the cluster meshes are to be removed from the cluster.
Return value
1 if cluster meshes, found within the specified bounding box are successfully removed; otherwise, 0.int removeClusterTransformsFromSphere ( WorldBoundSphere bb ) #
Removes cluster meshes, found within the specified bounding sphere, from the cluster.Arguments
- WorldBoundSphere bb - Bounding sphere defining the area, for which the transformations of cluster meshes are to be collected.
Return value
1 if cluster meshes, found within the specified bounding sphere are successfully removed; otherwise, 0.int detachClusterWorldTransformsFromSphere ( WorldBoundSphere bb, Vector<Mat4>& transforms ) #
Detaches cluster meshes found within the area specified by the given bounding box from the cluster and puts their transformations (world coordinates) to the specified buffer.Arguments
- WorldBoundSphere bb - Bounding sphere defining the area, for which the transformations of cluster meshes are to be collected.
- Vector<Mat4>& transforms - Buffer to store transformations of cluster meshes, in world coordinates.
Return value
true if cluster meshes have been detached from the cluster; otherwise false.int getClusterWorldTransformsFromSphere ( WorldBoundSphere bounds, Vector<Mat4>& transforms ) #
Collects transformations (world coordinates) for all cluster meshes within the area specified by the given bounding sphere and puts them to the specified buffer.Arguments
- WorldBoundSphere bounds - Bounding sphere defining the area, for which the transformations of cluster meshes are to be collected.
- Vector<Mat4>& transforms - Buffer to store transformations of cluster meshes, in world coordinates.
Return value
true, if there are transformations of cluster meshes; or false, if there are no transformations of cluster meshes within the specified area.int getInstancesFromSphere ( WorldBoundSphere bb, Vector<int>& instances ) #
Returns the indices of instances inside the bounding sphere.Arguments
- WorldBoundSphere bb - Bounding sphere defining the area within which instances are to be collected.
- Vector<int>& instances - Vector containing instance indices.
Return value
true, if there is at least one instance inside the bounding sphere; or false.Last update:
2021-12-13
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