This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
VR Development
Double Precision Coordinates
API
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

Unigine::WorldOccluderMesh Class

Header: #include <UnigineWorlds.h>
Inherits from: Node

This class is used to create an occluder based on an arbitrary mesh, which culls surfaces, bounds of which are currently hidden behind it. If any part of the bound of the object's surface is visible behind the occluder, the surface will not be culled. The objects' surfaces behind the occluder are not sent to the GPU, thereby saving performance.

The occluder itself is rendered by the CPU and stored in a separate buffer.

Usage#

In order to enhance performance, occluders should be used wisely. The following notes will help you to decide whether to use the occluder or not:

  • Occluders can be highly effective in case of complex environments where there are many objects that occlude each other and are costly to render (they have a lot of polygons and/or heavy shaders).
  • Effective culling is possible if objects are not too large, since if any part of their surface is seen, it cannot be culled. In case objects are big and have a few surfaces, it is likely that an additional performance load of an occluder will not pay off.
  • In case the scene is filled with flat objects or a camera looks down on the scene from above (for example, in flight simulators), it is better not to use occluders at all or disable them.

See Also#

WorldOccluderMesh Class

Members


static WorldOccluderMeshPtr create ( ) #

Constructor. Creates a new world occluder mesh with the default distance value.

static WorldOccluderMeshPtr create ( const char * name ) #

Constructor. Creates a new world occluder mesh from the given *.mesh file.

Arguments

  • const char * name - A mesh file name.

void setDistance ( float distance ) #

Updates the distance between the camera and the bounding box of the occluder mesh, at which this occluder mesh becomes disabled (it isn't processed by the CPU, hence it isn't rendered). By default, the inf value is used.

Arguments

  • float distance - The distance in units.

float getDistance ( ) const#

Returns the current distance between the camera and the bounding box of the occluder mesh, at which this occluder mesh becomes disabled (it isn't processed by the CPU, hence it isn't rendered). By default, the inf value is used.

Return value

The distance in units.

bool setMesh ( const Ptr<Mesh> & mesh ) #

Allows for reinitialization of the occluder mesh: the function copies a given mesh into the current mesh used for the occluder mesh.

Arguments

  • const Ptr<Mesh> & mesh - A mesh to be copied.

Return value

true if the mesh is copied successfully; otherwise, false.

bool getMesh ( Ptr<Mesh> & mesh ) const#

Copies the current mesh, on which the occluder mesh is based, into the target mesh.

Arguments

Return value

true if the mesh is copied successfully; otherwise, false.

bool setMeshPath ( const char * name, bool force_load = 0 ) #

Sets a new path for the mesh, on which the occluder mesh is based and forces loading of the mesh with the new path for the current occluder mesh.

Arguments

  • const char * name - A new path to be set for the mesh.
  • bool force_load - Force flag.
    • If true (1) is specified, the mesh with the new path will be loaded immediately.
    • If false (0) is specified, only the mesh path will be updated.

Return value

true (1) if:
  • The current mesh path coincides the new path.
  • The mesh with the new path has been loaded successfully.
  • The force flag is set to 0.
In other cases, false (0).

const char * getMeshPath ( ) const#

Returns the path of the mesh, on which the occluder mesh is based.

Return value

Mesh path.

bool loadMesh ( const char * name ) #

Loads a mesh for the current occluder mesh from the file. This function doesn't change the mesh name.

Arguments

  • const char * name - The mesh file name.

Return value

true if the mesh is loaded successfully; otherwise, false.

bool saveMesh ( const char * name ) const#

Saves the mesh, on which the occluder mesh is based, into a file.

Arguments

  • const char * name - The mesh file name.

Return value

true if the mesh is saved successfully; otherwise, false.

static int type ( ) #

Returns the type of the node.

Return value

World type identifier.
Last update: 2023-12-19
Build: ()