Unigine::ObjectGuiMesh Class
Header: | #include <UnigineObjects.h> |
Inherits from: | Object |
This class allows for rendering GUI onto an arbitrary mesh. Unlike ObjectGui, it can be used to create non-flat displays positioned in the world. If the mesh contains several surfaces, the same GUI will be rendered on each of them. Note that the GUI will be rendered according to the UV mapping of surfaces.
See Also#
A UnigineScript API sample <UnigineSDK>/data/samples/objects/gui_01
ObjectGuiMesh Class
Members
ObjectGuiMesh ( const char * mesh_path, const char * name = 0 ) #
An ObjectGuiMesh constructor. The Gui Mesh will be created on the basis of the mesh loaded from the specified path.Arguments
- const char * mesh_path - Path to the source .mesh-file used as a base for the object
- const char * name
ObjectGuiMesh ( ) #
Constructor. Creates a new Gui Mesh object.void setControlDistance ( float distance ) #
Sets a distance at which the GUI becomes controllable.Arguments
- float distance - A new distance in units.
float getControlDistance ( ) const#
Returns the distance at which the GUI becomes controllable.Return value
The distance in units.Ptr<Gui> getGui ( ) const#
Returns a Gui instance associated with the object.Return value
Gui smart pointer.void setMeshPath ( const char * path ) #
Sets a new path to the source mesh for the Gui Mesh object. If the mesh is in the procedural mode, it will be reset.The mesh should contain a single surface. In case if the mesh contains several surfaces, only the one with the 0 index will be used.
Arguments
- const char * path - New path to the source .mesh-file to be set.
const char * getMeshPath ( ) const#
Returns the path to the source .mesh-file currently used as a base for the Gui Mesh object.Return value
Path to the source .mesh-file.void setMouse ( const Math::Vec3 & p0, const Math::Vec3 & p1, int mouse_buttons, bool mouse_show ) #
Sets mouse cursor position in the virtual control mode.Arguments
- const Math::Vec3 & p0 - Start point. A line segment between the start and the end points must intersect ObjectGui. The point of intersection determines x and y coordinates on the ObjectGui.
- const Math::Vec3 & p1 - End point. A line segment between the start and the end points must intersect ObjectGui. The point of intersection determines x and y coordinates on the ObjectGui.
- int mouse_buttons - Mouse button status. Set 1 to indicate that the button is clicked; otherwise, 0.
- bool mouse_show - Mouse cursor status. Set 1 to show mouse cursor; otherwise, 0.
void setMouseMode ( int mode ) #
Sets mouse mode. This method can be used to set a virtual control mode for the mouse.Arguments
- int mode - Mouse mode. One of the MOUSE_* variables.
int getMouseMode ( ) const#
Returns the current mouse mode.Return value
Mouse mode. One of the MOUSE_* variables.void setMouseShow ( bool show ) #
Sets a value indicating if the mouse cursor should be rendered in the mesh GUI object.Arguments
- bool show - true to render the mouse cursor; otherwise, false.
bool isMouseShow ( ) const#
Returns a value indicating if the mouse cursor is rendered in the mesh GUI object.Return value
true if the cursor is rendered; otherwise, false.void setBackground ( bool background ) #
Sets a value indicating if the GUI background (black screen) should be rendered.Arguments
- bool background - true to render GUI background, false to keep it transparent.
bool isBackground ( ) const#
Returns a value indicating if GUI background (black screen) is rendered.Return value
true if background is rendered; otherwise, false.int getScreenHeight ( ) const#
Returns the screen height of the mesh GUI object.Return value
Height in pixels.void setScreenSize ( int width, int height ) #
Sets screen dimensions of the mesh GUI object.Arguments
- int width - New width in pixels. If a negative value is provided, 0 will be used instead.
- int height - New height in pixels. If a negative value is provided, 0 will be used instead.
int getScreenWidth ( ) const#
Returns the screen width of the mesh GUI object.Return value
Width in pixels.static int type ( ) #
Returns the type identifier of ObjectMeshStatic.Return value
ObjectMeshStatic type identifier.Ptr<MeshStatic> getMeshInfo ( ) #
Returns the base mesh that stores data on mesh bounds, surfaces, their number, names, and bounds, but doesn't contain any geometry.It's highly recommended NOT to edit the returned mesh.
Return value
A base static mesh used for the object.Ptr<MeshStatic> getMeshForce ( ) #
Returns the base mesh used for the object. The returned static mesh won't be loaded to VRAM.It's highly recommended NOT to edit the returned mesh.
Return value
A base static mesh used for the object.Ptr<MeshStatic> getMeshAsync ( ) #
Returns the base mesh used for the object asynchronously. This function can be called if the mesh hasn't been loaded yet.It's highly recommended NOT to edit the returned mesh.
Return value
A base static mesh used for the object.Ptr<MeshStatic> getMeshForceVRAM ( ) #
Returns the base mesh used for the object and loads it to video memory (VRAM). 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 base static mesh used for the object.Ptr<MeshStatic> getMeshAsyncVRAM ( ) #
Returns the base mesh used for the object asynchronously and loads it to video memory (VRAM). 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 base static 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. The forced loading to VRAM is performed in the main thread.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 applyMeshProcedural ( const Ptr<Mesh> & mesh ) #
Sets the specified mesh as the base mesh for the object. The object must be in the procedural mesh mode.The mesh should contain a single surface. In case if the mesh contains several surfaces, only the one with the 0 index will be used. Thus, the area of the decal will differ from the initial mesh.
ObjectGuiMeshPtr my_gui_mesh;
// ...
// switch the object to procedural mesh mode
my_gui_mesh->setMeshProceduralMode(true);
// update the source mesh of the "my_gui_mesh" object via the source_mesh instance
my_gui_mesh->applyMeshProcedural(source_mesh);
Arguments
void setMeshProceduralMode ( bool meshproceduralmode ) #
Sets a value indicating if the base 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 base static mesh is possible only if it is in the procedural mode.Arguments
- bool meshproceduralmode - true to switch the base mesh used for the object to procedural mode; otherwise, false - normal mode (the base mesh is streamed from a source file).
bool isMeshProceduralMode ( ) const#
Returns a value indicating if the base 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 base static mesh is possible only if it is in the procedural mode.Return value
true if the base mesh used for the object is procedural; otherwise, false - normal mode (the base mesh is streamed from a source file).bool isMeshNull ( ) const#
Returns a value indicating if the base mesh used for the object is null (does not exist, unassigned, not loaded, etc.).Return value
true if the base mesh used for the object is null; otherwise, false.bool isMeshLoadedRAM ( ) const#
Returns a value indicating if the base mesh used for the object is loaded to memory (RAM).Return value
true if the base mesh used for the object is loaded to RAM; otherwise, false.bool isMeshLoadedVRAM ( ) const#
Returns a value indicating if the base mesh used for the object is loaded to video memory (VRAM).Return value
true if the base mesh used for the object is loaded to VRAM; otherwise, false.void setMeshStreamingModeRAM ( Object::STREAMING_OBJECT_MESH meshstreamingmoderam ) #
Sets the streaming mode for loading the mesh to memory (RAM).Arguments
- Object::STREAMING_OBJECT_MESH meshstreamingmoderam - Mesh streaming mode.
Object::STREAMING_OBJECT_MESH getMeshStreamingModeRAM ( ) const#
Returns the current streaming mode for loading the mesh to memory (RAM).Return value
Mesh streaming mode.void setMeshStreamingModeVRAM ( Object::STREAMING_OBJECT_MESH meshstreamingmodevram ) #
Sets the streaming mode for loading the mesh to video memory (VRAM).Arguments
- Object::STREAMING_OBJECT_MESH meshstreamingmodevram - Mesh streaming mode.
Object::STREAMING_OBJECT_MESH getMeshStreamingModeVRAM ( ) const#
Returns the current streaming mode for loading the mesh to video memory (VRAM).Return value
Mesh streaming mode.Last update:
2024-04-19
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