Unigine::DecalMesh Class
Header: | #include <UnigineDecals.h> |
Inherits from: | Decal |
This class describes how to create and modify mesh decals.
See Also#
A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/decals/ folder:
- mesh_00
- mesh_01
- mesh_02
Creating a Mesh Decal#
The following code illustrates how to create a mesh decal, set its parameters and add the node to UnigineEditor.
// AppWorldLogic.h
#include <UnigineLogic.h>
#include <UnigineObjects.h>
#include <UnigineEditor.h>
#include <UnigineDecals.h>
class AppWorldLogic : public Unigine::WorldLogic {
public:
AppWorldLogic();
virtual ~AppWorldLogic();
virtual int init();
virtual int update();
virtual int postUpdate();
virtual int updatePhysics();
virtual int shutdown();
virtual int save(const Unigine::StreamPtr &stream);
virtual int restore(const Unigine::StreamPtr &stream);
private:
Unigine::DecalMeshPtr decal_mesh;
};
// AppWorldLogic.cpp
#include "AppWorldLogic.h";
using namespace Unigine;
int AppWorldLogic::init()
{
// create a mesh with a surface (e.g. a box primitive)
MeshPtr mesh = Mesh::create();
mesh->addBoxSurface("box_0", Math::vec3(1.0f));
// create a mesh decal using created mesh and setting its radius to 10, material to "decal_base_0"
decal_mesh = DecalMesh::create();
decal_mesh->setMesh(mesh);
decal_mesh->setRadius(10.0f);
decal_mesh->setMaterialPath("decal_base_0.mat");
// set the name and position of the decal
decal_mesh->setName("Mesh Decal");
decal_mesh->setWorldPosition(Math::Vec3(0.0f, 0.0f, 5.0f));
return 1;
}
DecalMesh Class
Members
static DecalMeshPtr create ( ) #
Constructor. Creates a new Mesh Decal.static DecalMeshPtr create ( const char * path ) #
DecalMesh constructor. Creates a Mesh Decal with a base mesh loaded from the specified file.Arguments
- const char * path - Path to the base mesh file.
void setMeshPath ( const char * path ) #
Sets a new path to the source mesh for the current decal mesh. 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. Thus, the area of the decal will differ from the initial mesh.
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 decal.Return value
Path to the source .mesh-file.static int type ( ) #
Returns a DecalMesh type identifier.Return value
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 video 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 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 applyMeshProcedural ( const Ptr<Mesh> & mesh ) #
Sets the specified mesh as the source mesh for the object.DecalMeshPtr my_decal_mesh;
// ...
// switch the object to procedural mesh mode
my_decal_mesh->setMeshProceduralMode(true);
// update the source mesh of the "my_decal_mesh" object via the source_mesh instance
my_decal_mesh->applyMeshProcedural(source_mesh);
Arguments
int getStatDrawCalls ( ) const#
Returns the number of draw calls (DIP) for the decal during the last frame.Return value
Number of draw calls (DIP) for the decal during the last frame.int getStatDrawCountViewport ( ) const#
Returns the number of times the decal was drawn in the viewport last frame.Return value
Number of times the decal was drawn in the viewport last frame.int getStatDrawCountReflection ( ) const#
Returns the number of times the decal was drawn during reflections rendering in the last frame.Return value
Number of times the decal was drawn during rendering in the last frame.int getStatDrawCountShadow ( ) const#
Returns the number of times the decal was drawn during shadows rendering in the last frame.Return value
Number of times the decal was drawn during shadows rendering in the last frame.long long getStatFrame ( ) const#
Returns the number of Engine frame, in which the decal was drawn last time.Return value
Number of frame, in which the decal was drawn last time.Last update:
2023-12-19
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