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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Dynamic Meshes

Warning
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.

The article describes operations on dynamic meshes via code by using methods of the ObjectMeshDynamic class. This class is used to procedurally create dynamic meshes and modify them in runtime. You can also load an existing mesh as a dynamic one to modify it.

See Also#

Creating a Dynamic Mesh#

There are three methods to add a new dynamic mesh:

Creating a New Dynamic Mesh#

This chapter describes how to create a new dynamic mesh by allocating memory and adding vertices for a new mesh. You can allocate memory for a moderate number of triangles or for a big number of vertices.

Adding triangles#

You can create a dynamic mesh from scratch, by adding one triangle after another. This variant is suitable for creating meshes with a moderate number of triangles. To create a new dynamic mesh you should do the following:

  1. Reserve a necessary space in a vertex buffer for triangle vertices and add indices for them to the index buffer. This is done by calling one of the following methods: All these functions allocate memory for polygons of the corresponding form.
  2. Add the corresponding number of vertices via addVertex() method.
  3. After each call of the addVertex() function, you can set up properties of the last added vertex manually via calling: All these functions are optional, you can call them as needed.
  4. Calculate tangent vectors for all vertices via updateTangents().
  5. Calculate a bounding box and a bounding sphere for the created mesh by calling updateBounds().
  6. If necessary, you can remove duplicated vertices of the created mesh and optimize it for faster rendering. Use updateIndices() function, for example, if a quad polygon is created via addTriangles(2) (6 vertices are created) instead of an optimized addTriangleQuads(1) (4 vertices are created).
Usage Example

The following example shows how to create a quad polygon by using the addTriangleQuads() function.

Source code (UnigineScript)
int init() {
	// create a dynamic mesh and add it into the editor
	ObjectMeshDynamic mesh = new ObjectMeshDynamic();

	mesh.setWorldTransform(translate(Vec3(0.0f,0.0f,2.0f)));
	
	// allocate space in a vertex buffer and create vertex indices
	mesh.addTriangleQuads(1);
	
	// add vertices and assign texture coordinates, if necessary
	mesh.addVertex(vec3(-1.0f,-1.0f,0.0f));
	mesh.addTexCoord(vec4(0,0,0,0));
				
	mesh.addVertex(vec3(1.0f,-1.0f,0.0f));
	mesh.addTexCoord(vec4(1,0,0,0));
				
	mesh.addVertex(vec3(1.0f,1.0f,0.0f));
	mesh.addTexCoord(vec4(1,1,0,0));
				
	mesh.addVertex(vec3(-1.0f,1.0f,0.0f));
	mesh.addTexCoord(vec4(0,1,0,0));
	
	// calculate tangent vectors
	mesh.updateTangents();
	// optimize vertex and index buffers, if necessary
	//mesh.updateIndices();
	
	// calculate a mesh bounding box
	mesh.updateBounds();

	return 1;
}

Adding a Large Number of Vertices#

To create dynamic meshes with a huge number of vertices, it is better to use the more optimized approach: instead of allocating memory in small chunks (which can be costly), all necessary memory is preallocated first and filled with data after that.

  1. Allocate space for triangle vertices in an index buffer using allocateIndices().
  2. Allocate space for vertices in a vertex buffer using allocateVertex().
  3. Add the corresponding number of vertices via addVertex() method.
  4. Add the corresponding number of indices via addIndex() method.
  5. Follow steps 3-6 described above.
Usage Example

The following example shows how to create a plane by adding vertex by vertex.

Source code (UnigineScript)
int init() {
	// create a dynamic mesh
	ObjectMeshDynamic mesh = new ObjectMeshDynamic();

	mesh.setWorldTransform(translate(Vec3(0.0f,0.0f,2.0f)));

	// allocate space in index and vertex buffers
	mesh.allocateIndices(6);
    mesh.allocateVertex(4);
	// add vertices
	mesh.addVertex(vec3(-1.0f,-1.0f,0.0f));
    mesh.addVertex(vec3(1.0f,-1.0f,0.0f));
    mesh.addVertex(vec3(1.0f,1.0f,0.0f));
    mesh.addVertex(vec3(-1.0f,1.0f,0.0f));
	// add indices for created vertices
	mesh.addIndex(0);
    mesh.addIndex(1);
    mesh.addIndex(2);
    mesh.addIndex(0);
    mesh.addIndex(2);
    mesh.addIndex(3);
	// calculate tangent vectors
	mesh.updateTangents();
	// optimize vertex and index buffers, if necessary
	//mesh.updateIndices();
	// calculate a mesh bounding box
	mesh.updateBounds();

	return 1;
}

Creating a Dynamic Mesh Based on the Existing Mesh#

There are some ways to create a dynamic mesh from the existing mesh:

Passing a Mesh to a New Dynamic Mesh#

To create a new ObjectMeshDynamic instance from this existing mesh, you should pass the existing Mesh class instance to the ObjectMeshDynamic class constructor.

Usage Example

The following example shows how to create a new dynamic mesh from the existing Mesh class instance. It is supposed that you already have the Mesh instance, but in this example we create a new instance of the Mesh class with the box surface.

Source code (UnigineScript)
int init() {
	/* ... */

	// create the mesh with the box surface
	Mesh mesh = new Mesh(); 
	mesh.addBoxSurface("box", vec3(0.2));

	// create a new ObjectMeshDynamic instance by passing mesh as an argument
	ObjectMeshDynamic dynamic_mesh = new ObjectMeshDynamic(mesh);

	/* ... */
}

Copy a Mesh to the Existing Dynamic Mesh#

To copy the mesh from the Mesh instance to an existing dynamic mesh, you should use the setMesh() function and pass the Mesh instance as an argument to it. This function copies a given mesh into the current dynamic mesh.

Usage Example

The following example shows how to copy the mesh from the Mesh instance to the ObjectMeshDynamic instance. It is supposed that you already have the Mesh instance, but in this example we create a new instance of the Mesh class with the box surface.

Source code (UnigineScript)
int init() {
	/* ... */
	// existing mesh with a box surface
	Mesh mesh = new Mesh();
	mesh.addBoxSurface("box", vec3(0.2));

	// create a new ObjectMeshDynamic
	ObjectMeshDynamic dynamic_mesh = new ObjectMeshDynamic();

	// copy the existing mesh to the ObjectMeshDynamic
	dynamic_mesh.setMesh(mesh);

	/* ... */
}

Adding Physics to Dynamic Meshes#

To add some physical properties to the dynamic mesh so that it could participate in interactions between objects or external physical forces, it should have a body. You can easily assign it from code or in UnigineEditor.

Usage Example

The following example shows how to add the rigid body with a shape to the dynamic mesh. In the example, the dynamic mesh is created from the existing mesh with the box surface.

Source code (UnigineScript)
/* ... */	
// create a mesh instance with a box surface
Mesh mesh = new Mesh();
mesh.addBoxSurface("box", vec3(0.2));

// create a new dynamic mesh from the Mesh instance and add it to editor
ObjectMeshDynamic dynamic_mesh = new ObjectMeshDynamic(mesh);

// assign a body and a shape to the dynamic mesh
BodyRigid body = class_remove(new BodyRigid(dynamic_mesh));
ShapeBox shape = class_remove(new ShapeBox(body, vec3(0.2f)));
/* ... */

See Also

Intersections with Dynamic Meshes#

To detect if the dynamic mesh intersects a line or bounds of the specified volume, you should use one of the following functions:

  • getIntersection() of the Object class that detects the intersection of the specified object with a tracing line.
    Source code (UnigineScript)
    // note: the dynamic mesh has been created in the example above
    
    // create an ObjectIntersection instance to store intersection data
    ObjectIntersection intersection = new ObjectIntersection();
    // find an intersection
    if (mesh.getIntersection(Vec3(0.0f), Vec3(1.0f), intersection, 0))
    	log.message("The dynamic mesh has been intersected by the line\n");
    else log.message("No intersections have been detected\n");
  • engine.world.getIntersection() - world functions detect all the objects and nodes in the specific bounding volume or the first object intersection with the invisible tracing line. See examples of the world intersections.
  • engine.physics.getIntersection() - physics functions detect the intersection with a shape of bodies. If the object has no body, this function detects intersection with surfaces (polygons) of the object with the intersection flag. See usage example of the physics intersections here.
  • Shape.getIntersection() - this function detects the intersection of the specified shape with a tracing line. See the example of shape intersection here.

Read the Intersections article to know more about intersections.

Saving a Dynamic Mesh to a File#

To save the dynamic mesh into a file, you should copy it to the Mesh class instance. By using the save() function of the Mesh class, you can save the mesh with the specified name.

Usage Example

The following example shows how to save the dynamic mesh to the file. It is supposed that you have a dynamic mesh to save. You should pass a path as an argument to the save() function of the Mesh class. The path is relative to the data/ folder of your project.

Source code (UnigineScript)
/* ... */
	// create a mesh instance
	Mesh mesh = new Mesh();
	// copy the dynamic mesh to the Mesh class instance
	dynamic_mesh.getMesh(mesh);

	// save the mesh to the data/samples/dynamic_mesh.mesh file
	mesh.save("unigine_project/meshes/dynamic_mesh.mesh");
/* ... */
Last update: 2022-01-21
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