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Unigine.Object Class

Inherits from: Node

An object with a set of surfaces to represent geometry. Rendering materials are assigned per object surface. An object can be assigned a physical body.

Object Class

Enums

SURFACE_SHADOW_MODE#

NameDescription
MIXED = 0Mode to cast shadows from both static and dynamic light sources.
DYNAMIC = 1Mode to cast shadows only if the surface is lit by a dynamic light source.

SURFACE_LIGHTING_MODE#

NameDescription
STATIC = 0Optimized for use in static GI, static reflections and cached shadows.
DYNAMIC = 1Excludes the surface from use in static GI and static reflections and is suitable for dynamic shadows.
ADVANCED = 2Enables manual adjustment of all lighting-related settings.

Properties

int NumSurfaces#

The number of surfaces of the object.

bool Enabled#

The value indicating if the node and its parent nodes are enabled.

BodyRigid BodyRigid#

The rigid body assigned to the object.

Body Body#

The physical body assigned to the object.

bool IsVisibleShadow#

The value indicating if the object's shadow is rendered.

bool IsVisibleCamera#

The value indicating if the object is rendered.

Members


bool SetBody ( Body body, bool update = 1 ) #

Assigns a physical body to the object.

Arguments

  • Body body - Physical body to be assigned to the object.
  • bool update - Update flag. Set this flag to update the object after assigning the specified body to it.

Return value

true if the specified body is set successfully; otherwise, false.

BoundBox GetBoundBox ( int surface ) #

Returns the bounding box of a given surface.

Arguments

  • int surface - Surface number.

Return value

Bounding box.

BoundSphere GetBoundSphere ( int surface ) #

Returns the bounding sphere of a given surface.

Arguments

  • int surface - Surface number.

Return value

Bounding sphere.

void SetBakeToEnvProbe ( bool enabled, int surface ) #

Sets a value indicating if the specified surface is to be baked to environment probes.

Arguments

  • bool enabled - 1 to enable baking of the specified surface to environment probes, 0 - to disable it.
  • int surface - Surface number.

bool GetBakeToEnvProbe ( int surface ) #

Returns a value indicating if the specified surface is to be baked to environment probes.

Arguments

  • int surface - Surface number.

Return value

true if the specified surface is to be baked to environment probes; otherwise, false.

void SetBakeToGI ( bool enabled, int surface ) #

Sets a value indicating if the specified surface is to be baked to GI (voxel probes and lightmaps).

Arguments

  • bool enabled - 1 to enable baking of the specified surface to GI, 0 - to disable it.
  • int surface - Surface number.

bool GetBakeToGI ( int surface ) #

Returns a value indicating if the specified surface is to be baked to GI (voxel probes and lightmaps).

Arguments

  • int surface - Surface number.

Return value

1 if the specified surface is to be baked to GI; otherwise, 0.

void SetCastEnvProbeShadow ( bool enabled, int surface ) #

Enables or disables casting shadows from environment probes by the specified surface.

Arguments

  • bool enabled - 1 to enable casting shadows from environment probes by the specified surface, 0 to disable it.
  • int surface - Surface number.

bool GetCastEnvProbeShadow ( int surface ) #

Returns a value indicating if casting shadows from environment probes by the specified surface is enabled.

Arguments

  • int surface - Surface number.

Return value

1 if casting shadows from environment probes by the specified surface is enabled; otherwise, 0.

void SetCastShadow ( bool enabled, int surface ) #

Enables or disables casting shadows from non-world lights for a given surface.

Arguments

  • bool enabled - 1 if shadows are to be cast by a given surface; otherwise, 0.
  • int surface - Surface number.

bool GetCastShadow ( int surface ) #

Returns the surface cast shadow flag, which indicates if a given surface should cast shadows from non-world lights.

Arguments

  • int surface - Surface number.

Return value

Positive number if shadows are cast by a given surface; otherwise, 0.

void SetCastWorldShadow ( bool enabled, int surface ) #

Enables or disables casting shadows from world lights for a given surface.

Arguments

  • bool enabled - true if world shadows are to be cast by a given surface; otherwise, false.
  • int surface - Surface number.

bool GetCastWorldShadow ( int surface ) #

Returns the surface cast world shadow flag, which indicates if a given surface should cast shadows from world lights.

Arguments

  • int surface - Surface number.

Return value

Positive number if world shadows are cast by a given surface; otherwise, 0.

void SetCollision ( bool enabled, int surface ) #

Enables or disables collision detection for a given surface.

Arguments

  • bool enabled - 1 if collision detection is enabled for a given surface; otherwise, 0.
  • int surface - Surface number.

bool GetCollision ( int surface ) #

Returns the surface collision flag, which indicates if collision detection for a given surface is enabled.

Arguments

  • int surface - Surface number.

Return value

Positive number if collision detection is enabled for a given surface; otherwise, 0.

void SetCollisionMask ( int mask, int surface ) #

Sets a collision mask for a given surface. Two objects collide, if they both have matching masks.

Arguments

  • int mask - Surface collision mask.
  • int surface - Surface number.

int GetCollisionMask ( int surface ) #

Returns the collision mask for a given surface.

Arguments

  • int surface - Surface number.

Return value

Surface collision mask.

void SetEnabled ( bool enabled, int surface ) #

Enables or disables a surface with the specified number. The disabled surface is not rendered, does not take part in collision detection, and does not cast shadows.
Source code (C#)
// temporarily disable the first surface of the object (index 0)
obj.SetEnabled(false, 0);

//...

// enable the first surface again if it is disabled
if(!obj.IsEnabled(0))
	obj.SetEnabled(true, 0);

Arguments

  • bool enabled - true to enable the surface, false to disable it.
  • int surface - Surface number.

bool IsEnabled ( int surface ) #

Returns a value indicating if a given surface is enabled.
Source code (C#)
// temporarily disable the first surface of the object (index 0)
obj.SetEnabled(false, 0);

//...

// enable the first surface again if it is disabled
if(!obj.IsEnabled(0))
	obj.SetEnabled(true, 0);

Arguments

  • int surface - Surface number.

Return value

true if the surface is enabled; otherwise, false.

void SetIntersection ( bool enabled, int surface ) #

Enables or disables intersections with a given surface.

Arguments

  • bool enabled - true to enable intersections with a given surface, false to disable them.
  • int surface - Surface number.

bool GetIntersection ( vec3 p0, vec3 p1, ObjectIntersectionTexCoord v, int surface ) #

Checks if there is an intersection between a line and a given surface. If the function returns true the data about the texture coordinates of the intersection point will be put to ObjectIntersectionTexCoord object.
Notice
The following objects have individual parameters, that control accuracy of intersection detection for them:

Arguments

Return value

true if there is an intersection with a given surface; otherwise, false.

bool GetIntersection ( int surface ) #

Returns a surface intersection flag. This flag indicates if intersections with a given surface are enabled.

Arguments

  • int surface - Surface number.

Return value

true if intersections with a given surface are enabled; otherwise, false.

bool GetIntersection ( vec3 p0, vec3 p1, ObjectIntersectionNormal v, int surface ) #

Checks if there is an intersection between a line and a given surface. If the function returns true the data about the normal at the intersection point will be put to ObjectIntersectionNormal object.
Notice
The following objects have individual parameters, that control accuracy of intersection detection for them:

Arguments

Return value

true if there is an intersection with a given surface; otherwise, false.

bool GetIntersection ( vec3 p0, vec3 p1, int mask, ObjectIntersection v, int[] ret_surface ) #

Checks if there is an intersection between a line and a surface with a given intersection mask. If the function returns true the data about the intersection point will be put to ObjectIntersection object and the number of the first intersected surface will be put to the return variable.
Notice
The following objects have individual parameters, that control accuracy of intersection detection for them:

Arguments

  • vec3 p0 - Line start point coordinates (local).
  • vec3 p1 - Line end point coordinates (local).
  • int mask - Intersection mask.
  • ObjectIntersection v - ObjectIntersection class instance to store corresponding intersection data.
  • int[] ret_surface - Intersected surface index.

Return value

true if there is an intersection; otherwise, false.

bool GetIntersection ( vec3 p0, vec3 p1, ObjectIntersection v, int surface ) #

Checks if there is an intersection between a line and a given surface. If the function returns true the data about the intersection point will be put to ObjectIntersection object.
Notice
The following objects have individual parameters, that control accuracy of intersection detection for them:

Arguments

Return value

true if there is an intersection with a given surface; otherwise, false.

bool GetIntersection ( vec3 p0, vec3 p1, int mask, ObjectIntersectionNormal v, int[] ret_surface ) #

Checks if there is an intersection between a line and a surface with a given intersection mask. If the function returns true the data about the normal at the intersection point will be put to ObjectIntersectionNormal object and the number of the first intersected surface will be put to the return variable.
Notice
The following objects have individual parameters, that control accuracy of intersection detection for them:

Arguments

Return value

true if there is an intersection; otherwise, false.

bool GetIntersection ( vec3 p0, vec3 p1, int mask, ObjectIntersectionTexCoord v, int[] ret_surface ) #

Checks if there is an intersection between a line and a surface with a given intersection mask. If the function returns true the data about the texture coordinates of the intersection point will be put to ObjectIntersectionNormal object and the number of the first intersected surface will be put to the return variable.
Notice
The following objects have individual parameters, that control accuracy of intersection detection for them:

Arguments

Return value

true if there is an intersection; otherwise, false.

bool GetIntersection ( vec3 p0, vec3 p1, int mask, vec3[] ret_point, vec3[] OUT_ret_normal, vec4[] OUT_ret_texcoord, int[] ret_index, int[] OUT_ret_instance, int[] ret_surface ) #

Checks if there is an intersection between a line and a surface with a given intersection mask. If the function returns true the data about the intersection (point, normal and texture coordinates) and the number of the first intersected surface will be put to corresponding return variables.
Notice
The following objects have individual parameters, that control accuracy of intersection detection for them:

Arguments

  • vec3 p0 - Line start point coordinates (local).
  • vec3 p1 - Line end point coordinates (local).
  • int mask - Intersection mask.
  • vec3[] ret_point - Intersection point coordinates. Pass NULL if this parameter is not required.
  • vec3[] OUT_ret_normal - Coordinates of the normal vector to the intersection point. Pass NULL if this parameter is not required.
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.
  • vec4[] OUT_ret_texcoord - Texture coordinates of the intersection point (vec4, where vec4.xy is for the first (0) UV channel, vec4.zw is for the second (1) UV channel). Pass NULL if this parameter is not required.
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.
  • int[] ret_index - Intersected triangle number. Pass NULL if this parameter is not required.
  • int[] OUT_ret_instance - Intersected instance number. Pass NULL if this parameter is not required.
    Notice
    Intersected instance number can be obtained for the following classes:
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.
  • int[] ret_surface - Intersected surface number. Pass NULL if this parameter is not required.

Return value

true if there is at least one intersection found; otherwise, false.

bool GetIntersection ( vec3 p0, vec3 p1, vec3[] ret_point, vec3[] OUT_ret_normal, vec4[] OUT_ret_texcoord, int[] ret_index, int[] OUT_ret_instance, int surface ) #

Checks if there is an intersection between a line and a given surface. If the function returns true the data about the intersection (point, normal and texture coordinates) will be put to corresponding return variables.
Notice
The following objects have individual parameters, that control accuracy of intersection detection for them:

Arguments

  • vec3 p0 - Line start point coordinates (local).
  • vec3 p1 - Line end point coordinates (local).
  • vec3[] ret_point - Intersection point coordinates. Pass NULL if this parameter is not required.
  • vec3[] OUT_ret_normal - Coordinates of the normal vector to the intersection point. Pass NULL if this parameter is not required.
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.
  • vec4[] OUT_ret_texcoord - Texture coordinates of the intersection point (vec4, where vec4.xy is for the first (0) UV channel, vec4.zw is for the second (1) UV channel). Pass NULL if this parameter is not required.
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.
  • int[] ret_index - Intersected triangle number. Pass NULL if this parameter is not required.
  • int[] OUT_ret_instance - Intersected instance number. Pass NULL if this parameter is not required.
    Notice
    Intersected instance number can be obtained for the following classes:
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.
  • int surface - Surface number.

Return value

true if there is an intersection with a given surface; otherwise, false.

void SetIntersectionMask ( int mask, int surface ) #

Sets an intersection mask for a given surface.

Arguments

  • int mask - Surface intersection mask.
  • int surface - Surface number.

int GetIntersectionMask ( int surface ) #

Returns the intersection mask for a given surface.

Arguments

  • int surface - Surface number.

Return value

Surface intersection mask.

void SetPhysicsIntersection ( bool enabled, int surface ) #

Enables or disables physics intersections (between physical objects with bodies and collider shapes, or ray intersections with collider geometry) for a given surface.

Arguments

  • bool enabled - true to enable physics intersections with a given surface, false to disable them.
  • int surface - Surface number.

bool GetPhysicsIntersection ( int surface ) #

Returns a surface physics intersection flag. This flag indicates if physics intersections (between physical objects with bodies and collider shapes, or ray intersections with collider geometry) with a given surface are enabled.

Arguments

  • int surface - Surface number.

Return value

true if intersections with a given surface are enabled; otherwise, false.

void SetPhysicsIntersectionMask ( int mask, int surface ) #

Sets the physics intersection mask for a surface with the specified number.

Arguments

  • int mask - Surface physics intersection mask.
  • int surface - Surface number.

int GetPhysicsIntersectionMask ( int surface ) #

Returns the physics intersection mask for a surface with the specified number.

Arguments

  • int surface - Surface number.

Return value

Surface physics intersection mask set for the specified surface.

void SetShadowMask ( int mask, int surface ) #

Sets a shadow mask for a given surface.

For the shadow from an object's surface to be rendered for a light source, this mask must match the following ones (one bit, at least):

Arguments

  • int mask - Surface shadow mask.
  • int surface - Surface number.

int GetShadowMask ( int surface ) #

Returns the shadow mask for a given surface.

For the shadow from an object's surface to be rendered for a light source, this mask must match the following ones (one bit, at least):

Arguments

  • int surface - Surface number.

Return value

Surface shadow mask.

Material GetMaterial ( int surface ) #

Returns a material used for a given surface.

Arguments

  • int surface - Surface number.

Return value

Material smart pointer.

Material GetMaterialInherit ( int surface ) #

Inherits the surface material (i.e. creates a material instance). Modifications made to a new material instance will not affect the source material.
Notice
A child material will be created only once, all subsequent calls to this method will return the first created child material.

Arguments

  • int surface - Surface number.

Return value

Inherited material smart pointer.

bool IsMaterialInherited ( int surface ) #

Returns the value indicating if a given surface material is inherited. Modifications made in a material instance do not affect the source material.

Arguments

  • int surface - Surface number.

Return value

Positive number if the material is inherited; otherwise, 0.

void ClearMaterialInherit ( int surface ) #

Removes the inherited material and sets back the source(parent) material for the specified surface.

Arguments

  • int surface - Surface number.

void SetMaterialParameterInt ( string name, int parameter, int surface ) #

Sets the value of a given integer parameter of the surface material.
Notice
When called for the first time, this method creates a copy of the source material (which is equal to the getMaterialInherit method).

Arguments

  • string name - Parameter name.
  • int parameter - Parameter value.
  • int surface - Surface number.

int GetMaterialParameterInt ( string name, int surface ) #

Returns the value of a given integer parameter of the surface material.

Arguments

  • string name - Parameter name.
  • int surface - Surface number.

Return value

Parameter value.

void SetMaterialParameterInt2 ( string name, ivec2 parameter, int surface ) #

Sets the value of a given ivec2 parameter of the surface material.
Notice
When called for the first time, this method creates a copy of the source material (which is equal to the getMaterialInherit method).

Arguments

  • string name - Parameter name.
  • ivec2 parameter - Parameter value.
  • int surface - Surface number.

ivec2 GetMaterialParameterInt2 ( string name, int surface ) #

Returns the value of a given ivec2 parameter of the surface material.

Arguments

  • string name - Parameter name.
  • int surface - Surface number.

Return value

Parameter value.

void SetMaterialParameterInt3 ( string name, ivec3 parameter, int surface ) #

Sets the value of a given ivec3 parameter of the surface material.
Notice
When called for the first time, this method creates a copy of the source material (which is equal to the getMaterialInherit method).

Arguments

  • string name - Parameter name.
  • ivec3 parameter - Parameter value.
  • int surface - Surface number.

ivec3 GetMaterialParameterInt3 ( string name, int surface ) #

Returns the value of a given ivec3 parameter of the surface material.

Arguments

  • string name - Parameter name.
  • int surface - Surface number.

Return value

Parameter value.

void SetMaterialParameterInt4 ( string name, ivec4 parameter, int surface ) #

Sets the value of a given ivec4 parameter of the surface material.
Notice
When called for the first time, this method creates a copy of the source material (which is equal to the getMaterialInherit method).

Arguments

  • string name - Parameter name.
  • ivec4 parameter - Parameter value.
  • int surface - Surface number.

ivec4 GetMaterialParameterInt4 ( string name, int surface ) #

Returns the value of a given ivec4 parameter of the surface material.

Arguments

  • string name - Parameter name.
  • int surface - Surface number.

Return value

Parameter value.

void SetMaterialParameterFloat ( string name, float parameter, int surface ) #

Sets the value of a given float parameter of the surface material.
Notice
When called for the first time, this method creates a copy of the source material (which is equal to the getMaterialInherit method).

Arguments

  • string name - Parameter name.
  • float parameter - Parameter value.
  • int surface - Surface number.

float GetMaterialParameterFloat ( string name, int surface ) #

Returns the value of a given float parameter of the surface material.

Arguments

  • string name - Parameter name.
  • int surface - Surface number.

Return value

Parameter value.

void SetMaterialParameterFloat2 ( string name, vec2 parameter, int surface ) #

Sets the value of a given vec2 parameter of the surface material.
Notice
When called for the first time, this method creates a copy of the source material (which is equal to the getMaterialInherit method).

Arguments

  • string name - Parameter name.
  • vec2 parameter - Parameter value.
  • int surface - Surface number.

vec2 GetMaterialParameterFloat2 ( string name, int surface ) #

Returns the value of a given vec2 parameter of the surface material.

Arguments

  • string name - Parameter name.
  • int surface - Surface number.

Return value

Parameter value.

void SetMaterialParameterFloat3 ( string name, vec3 parameter, int surface ) #

Sets the value of a given vec3 parameter of the surface material.
Notice
When called for the first time, this method creates a copy of the source material (which is equal to the getMaterialInherit method).

Arguments

  • string name - Parameter name.
  • vec3 parameter - Parameter value.
  • int surface - Surface number.

vec3 GetMaterialParameterFloat3 ( string name, int surface ) #

Returns the value of a given vec3 parameter of the surface material.

Arguments

  • string name - Parameter name.
  • int surface - Surface number.

Return value

Parameter value.

void SetMaterialParameterFloat4 ( string name, vec4 parameter, int surface ) #

Sets the value of a given vec4 parameter of the surface material.
Notice
When called for the first time, this method creates a copy of the source material (which is equal to the getMaterialInherit method).

Arguments

  • string name - Parameter name.
  • vec4 parameter - Parameter value.
  • int surface - Surface number.

vec4 GetMaterialParameterFloat4 ( string name, int surface ) #

Returns the value of a given vec4 parameter of the surface material.

Arguments

  • string name - Parameter name.
  • int surface - Surface number.

Return value

Parameter value.

void SetMaterialState ( string name, int state, int surface ) #

Sets the state value for a given surface material.
Notice
When called for the first time, this method creates a copy of the source material (which is equal to the getMaterialInherit method).

Arguments

  • string name - Material state name.
  • int state - State value.
  • int surface - Surface number.

int GetMaterialState ( string name, int surface ) #

Returns the state value of a given surface material.

Arguments

  • string name - Material state name.
  • int surface - Surface number.

Return value

State value.

void SetMaterialTexture ( string name, string texture, int surface ) #

Sets the path to a given texture of a given surface material.
Notice
When called for the first time, this method creates a copy of the source material (which is equal to the getMaterialInherit method).

Arguments

  • string name - Material texture name.
  • string texture - Path to the texture file.
  • int surface - Surface number.

string GetMaterialTexture ( string name, int surface ) #

Returns the path to a given texture of a given surface material.

Arguments

  • string name - Material texture name.
  • int surface - Surface number.

Return value

Path to the texture file.

void SetMinVisibleDistance ( float distance, int surface ) #

Updates the minimum visibility distance of a given surface. It is the distance, starting from which the surface begins to fade in until it becomes completely visible.

Arguments

  • float distance - Minimum visibility distance, in units. If a negative value is provided, 0 will be used instead. The default value is -inf.
  • int surface - Surface number.

float GetMinVisibleDistance ( int surface ) #

Returns minimum visibility distance of a given surface. It is the distance, starting from which the surface begins to fade in until it becomes completely visible.

Arguments

  • int surface - Surface number.

Return value

Minimum visibility distance, in units.

void SetMaxVisibleDistance ( float distance, int surface ) #

Updates the maximum visibility distance of a given surface. It is the distance, starting from which the surface begins to fade out until it becomes completely invisible.

Arguments

  • float distance - Maximum visibility distance, in units. If a negative value is provided, 0 will be used instead. The default value is inf.
  • int surface - Surface number.

float GetMaxVisibleDistance ( int surface ) #

Returns the maximum visibility distance of a given surface. It is the distance, starting from which the surface begins to fade out until it becomes completely invisible.

Arguments

  • int surface - Surface number.

Return value

Maximum visibility distance, in units.

void SetMinFadeDistance ( float distance, int surface ) #

Updates the minimum fade-in distance of a given surface. Over this distance the surface smoothly becomes visible due to alpha fading. It is counted starting from the minimum visibility distance.

Arguments

  • float distance - Minimum fade-in distance, in units. If a negative value is provided, 0 will be used instead. The default value is 0.
  • int surface - Surface number.

float GetMinFadeDistance ( int surface ) #

Returns the minimum fade-in distance of a given surface. Over this distance the surface smoothly becomes visible due to alpha fading. It is counted starting from the minimum visibility distance.

Arguments

  • int surface - Surface number.

Return value

Minimum fade-in distance, in units.

void SetMaxFadeDistance ( float distance, int surface ) #

Updates the maximum fade-out distance of a given surface. Over this distance the surface smoothly becomes invisible due to alpha fading. It is counted off starting from the maximum visibility distance.

Arguments

  • float distance - Maximum fade-out distance, in units. If a negative value is provided, 0 will be used instead. The default value is 0.
  • int surface - Surface number.

float GetMaxFadeDistance ( int surface ) #

Returns the maximum fade-out distance. Over this distance the surface smoothly becomes invisible due to alpha fading. It is counted starting from the maximum visibility distance.

Arguments

  • int surface - Surface number.

Return value

Maximum fade-out distance, in units.

void SetMinParent ( int parent, int surface ) #

Sets surface minimum LOD parent surface number.

Arguments

  • int parent - Number of hierarchy levels. If a negative value is provided, 0 will be used instead.
  • int surface - Surface number.

int GetMinParent ( int surface ) #

Returns the surface minimum LOD parent surface number.

Arguments

  • int surface - Surface number.

Return value

Surface minimum LOD parent surface number.

void SetMaxParent ( int parent, int surface ) #

Sets a surface maximum LOD parent surface number.

Arguments

  • int parent - Number of hierarchy levels. If a negative value is provided, 0 will be used instead.
  • int surface - Surface number.

int GetMaxParent ( int surface ) #

Returns the surface maximum LOD parent surface number.

Arguments

  • int surface - Surface number.

Return value

Surface maximum LOD parent surface number.

int GetNumTriangles ( int surface ) #

Returns the number of triangles comprising a given surface.

Arguments

  • int surface - Surface number.

Return value

Number of triangles.

void SetParent ( int parent, int surface ) #

Sets or clears the parent surface for a given surface.

Arguments

  • int parent - Number of the parent surface or -1 to clear the parent.
  • int surface - Surface number.

int GetParent ( int surface ) #

Returns the number of the parent surface for a given surface.

Arguments

  • int surface - Surface number.

Return value

Parent surface number. If -1 is returned, the parent surface is not specified for a given surface.

int SetSurfaceProperty ( string name, string pattern ) #

Sets a new property for a given surface.

Arguments

  • string name - Name of the new property.
  • string pattern - Pattern (string with a regular expression), against which surface names will be matched.

Return value

1 if the property is set successfully; otherwise, 0.

int SetSurfaceProperty ( string name, int surface ) #

Sets a new property for the specified surface.

Arguments

  • string name - Name of the new property.
  • int surface - Surface number.

Return value

1 if the property is set successfully; otherwise, 0.

int SetSurfaceProperty ( UGUID guid, int surface ) #

Sets a new property for the specified surface.

Arguments

  • UGUID guid - Property GUID.
  • int surface - Surface number.

Return value

1 if the property is set successfully; otherwise, 0.

int SetSurfaceProperty ( UGUID guid, string pattern ) #

Sets a new property for the specified surface(s).

Arguments

Return value

1 if the property is set successfully; otherwise, 0.

int SetSurfaceProperty ( Property property, int surface ) #

Sets a new property for the specified surface.

Arguments

  • Property property - Property to be set for the surface.
  • int surface - Surface number.

Return value

1 if the property is set successfully; otherwise, 0.

int SetSurfaceProperty ( Property property, string pattern ) #

Sets a new property for the specified surface(s).

Arguments

  • Property property - Property to be set for the surface.
  • string pattern - Pattern (string with a regular expression), against which surface names will be matched.

Return value

1 if the property is set successfully; otherwise, 0.

Property GetSurfaceProperty ( int surface ) #

Returns the property smart pointer.

Arguments

  • int surface - Surface number.

Return value

Property used for the surface.

Property GetSurfacePropertyInherit ( int surface ) #

Inherits the property for the specific object. All changes of the inherited property will not affect the reference one.

Arguments

  • int surface - Surface number.

Return value

Inherited property smart pointer.

void ClearSurfaceProperty ( int surface ) #

Removes the assigned property from the specified surface.

Arguments

  • int surface - Surface number.

void ClearSurfacePropertyInherit ( int surface ) #

Removes the inherited property and sets back the source(parent) property for the specified surface.

Arguments

  • int surface - Surface number.

bool IsSurfacePropertyInherited ( int surface ) #

Returns a value indicating if a given property is inherited.

Arguments

  • int surface - Surface number.

Return value

Positive number if the surface property is inherited; otherwise, 0.

string GetSurfacePropertyName ( int surface ) #

Returns the name of the property of a given surface.

Arguments

  • int surface - Surface number.

Return value

Property name.

string GetSurfaceName ( int surface ) #

Returns the name of a given surface.

Arguments

  • int surface - Surface number.

Return value

Surface name.

void SetViewportMask ( int mask, int surface ) #

Sets a viewport mask for a given surface. The object surface is rendered, if its mask matches the player (camera) and material masks.
Source code (C#)
// hide the first surface from the camera by disabling all the bits of the mask
obj.SetViewportMask(0, 0);

// restore visibility of the surface (the camera must have the first bit of the Viewport mask enabled)
obj.SetViewportMask(1, 0);

// enable all the bits by using bitwise NOT
obj.SetViewportMask(~0, 0);

// enable ONLY the fifth bit of the mask
obj.SetViewportMask(1 << 4, 0);

Arguments

  • int mask - Surface viewport mask.
  • int surface - Surface number.

int GetViewportMask ( int surface ) #

Returns a viewport mask for a given surface. The object surface is rendered, if its mask matches the player (camera) and material masks.
Source code (C#)
// get the viewport mask of the first surface
int mask = obj.GetViewportMask(0);

// check if the fifth bit is set
bool isBitSet = (mask >> 4 & 1) != 0;

// check if masks match
bool doMasksMatch = (mask & mask2) != 0;

Arguments

  • int surface - Surface number.

Return value

Surface viewport mask.

WorldBoundBox GetWorldBoundBox ( int surface ) #

Returns the world bounding box of a given surface.

Arguments

  • int surface - Surface number.

Return value

Bounding box (in world coordinates).

WorldBoundSphere GetWorldBoundSphere ( int surface ) #

Returns the world bounding sphere of a given surface.

Arguments

  • int surface - Surface number.

Return value

Bounding sphere (in world coordinates).

int FindSurface ( string name ) #

Searches for a surface with a given name.

Arguments

  • string name - Surface name.

Return value

Surface number if it exists; otherwise, -1.

void FlushBodyTransform ( ) #

Forces to set the transformations of the body for the node.

void Render ( Render.PASS pass, int surface ) #

Renders raw object's surface to texture in specified pass.

Notice
All camera parameters should be set manually.

Usage Example

Source code (C#)
texture_render.BindColorTexture(0, texture);
texture_render.Enable();
Object.Render(Render.PASS.AMBIENT, 0);
texture_render.Disable();
texture_render.UnbindColorTexture(0);

Arguments

void SetSoundOcclusion ( float occlusion, int surface ) #

Sets a new sound occlusion value for the specified surface of the object, that determines how much it affects sounds in case of occlusion. For a sound source to be occluded by the specified surface, at least one bit of its occlusion mask should match the occlusion mask of the sound source.
Notice
Sound occlusion must be enabled.

Arguments

  • float occlusion - Occlusion value in the range [0.0f, 1.0f] to be set for the specified surface.
    • 0.0f - no occlusion, sound volume will stay the same in case of occlusion by the surface.
    • 1.0f - maximum occlusion, sound will not be heard at all in case of occlusion by the surface.
    The default value is 0.0f.
  • int surface - Surface number.

float GetSoundOcclusion ( int surface ) #

Returns the current sound occlusion value for the specified surface of the object, that determines how much it affects sounds in case of occlusion. For a sound source to be occluded by the specified surface, at least one bit of its occlusion mask should match the occlusion mask of the sound source.
Notice
Sound occlusion must be enabled.

Arguments

  • int surface - Surface number.

Return value

Current occlusion value in the range [0.0f, 1.0f] set for the specified surface.
  • 0.0f - no occlusion, sound volume will stay the same in case of occlusion by the surface.
  • 1.0f - maximum occlusion, sound will not be heard at all in case of occlusion by the surface.
The default value is 0.0f.

void SetSoundOcclusionMask ( int mask, int surface ) #

Sets a new sound occlusion mask for the specified surface of the object. For a sound source to be occluded by the specified surface, at least one bit of this mask should match the occlusion mask of the sound source. Each surface has its own occlusion value, that determines how much it affects sounds in case of occlusion.
Notice
Sound occlusion must be enabled.

Arguments

  • int mask - Integer, each bit of which is a mask for sound source occlusion.
  • int surface - Surface number.

int GetSoundOcclusionMask ( int surface ) #

Returns sound occlusion mask for the specified surface of the object. For a sound source to be occluded by the specified surface, at least one bit of this mask should match the occlusion mask of the sound source. Each surface has its own occlusion value, that determines how much it affects sounds in case of occlusion.
Notice
Sound occlusion must be enabled.

Arguments

  • int surface - Surface number.

Return value

Integer, each bit of which is a mask for sound source occlusion.

void SetPhysicsFriction ( float value, int surface ) #

Sets the coefficient of friction for the specified surface. This coefficient allows to model more rough rubbing of surfaces and is opposite to the body's movement direction. Friction parameter values of both surfaces being in contact are considered. The resulting calculated friction depends on the objects' masses and gravity, and the angle between contacting surfaces.
  • The higher the value, the less tendency the body has to slide.
Friction is calculated by the contact between physical bodies.

Arguments

  • float value - Friction coefficient value in the range [0.0f, 1.0f] to be set for the specified surface.
  • int surface - Surface number.

float GetPhysicsFriction ( int surface ) #

Returns the current coefficient of friction for the specified surface. This coefficient allows to model more rough rubbing of surfaces and is opposite to the body's movement direction. Friction parameter values of both surfaces being in contact are considered. The resulting calculated friction depends on the objects' masses and gravity, and the angle between contacting surfaces.
  • The higher the value, the less tendency the body has to slide.
Friction is calculated by the contact between physical bodies.

Arguments

  • int surface - Surface number.

Return value

Current friction coefficient value in the range [0.0f, 1.0f] set for the specified surface.

void SetPhysicsRestitution ( float value, int surface ) #

Sets the coefficient of restitution for the specified surface. This coefficient determines the degree of relative kinetic energy retained after a collision. It defines how bouncy the object is by contacting with another object. It depends on the elasticity of the materials of colliding bodies. The simulated restitution, like friction, considers the total value for both objects being in contact.
  • The maximum value of 1.0f models elastic collision. Objects bounce off according to the impulse they get by contact.
  • The minimum value of 0.0f models inelastic collision. Objects do not bounce at all.
Restitution is calculated by the contact between physical bodies.

Arguments

  • float value - Restitution coefficient value in the range [0.0f, 1.0f] to be set for the specified surface.
  • int surface - Surface number.

float GetPhysicsRestitution ( int surface ) #

Returns the current coefficient of restitution for the specified surface. This coefficient determines the degree of relative kinetic energy retained after a collision. It defines how bouncy the object is by contacting with another object. It depends on the elasticity of the materials of colliding bodies. The simulated restitution, like friction, considers the total value for both objects being in contact.
  • The maximum value of 1.0f models elastic collision. Objects bounce off according to the impulse they get by contact.
  • The minimum value of 0.0f models inelastic collision. Objects do not bounce at all.
Restitution is calculated by the contact between physical bodies.

Arguments

  • int surface - Surface number.

Return value

Current restitution coefficient value in the range [0.0f, 1.0f] set for the specified surface.

void SetShadowMode ( Object.SURFACE_SHADOW_MODE mode, int surface ) #

Sets the shadow mode for the specified surface. To cast a shadow from a light source (Omni, Proj, or World), the surface's shadow mode should be adjusted in accordance with the shadow mode of the light source.

Arguments

Object.SURFACE_SHADOW_MODE GetShadowMode ( int surface ) #

Returns the shadow mode set for the specified surface. To cast a shadow from a light source (Omni, Proj, or World), the surface's shadow mode should be adjusted in accordance with the shadow mode of the light source.

Arguments

  • int surface - Target surface number.

Return value

Surface shadow mode, one of the following:

UGUID GetLostMaterialGUID ( int surface ) #

Returns the GUID of a lost material. If for some reason a material assigned to the specified surface is missing, this method can be used to get it's GUID.

Arguments

  • int surface - Target surface number.

Return value

Lost material GUID.

UGUID GetLostSurfacePropertyGUID ( int surface ) #

Returns the GUID of a lost surface property. If for some reason a property assigned to the specified surface is missing, this method can be used to get it's GUID.

Arguments

  • int surface - Target surface number.

Return value

Lost property GUID.

void SetLightingMode ( Object.SURFACE_LIGHTING_MODE mode, int surface ) #

Sets the lighting mode for the specified surface.

Arguments

Object.SURFACE_LIGHTING_MODE GetLightingMode ( int surface ) #

Returns the lighting mode for the specified surface.

Arguments

  • int surface - Target surface number.

Return value

Surface lighting mode, one of the following:

void SetMaterialFilePath ( string path, int surface ) #

Sets the material by file path to a given surface.

Arguments

  • string path - Material file path.
  • int surface - Target surface number.

void SetMaterialFilePath ( string path, string pattern ) #

Sets the material by file path to given surfaces.

Arguments

  • string path - Material file path.
  • string pattern - Pattern (string with a regular expression), against which surface names will be matched.

string GetMaterialFilePath ( int surface ) #

Returns the file path for the material assigned to a given surface.

Arguments

  • int surface - Target surface number.

Return value

Material file path.

void SetMaterialGUID ( UGUID guid, int surface ) #

Sets a new material with a given GUID to the specified surface.

Arguments

  • UGUID guid - Material GUID.
  • int surface - Target surface number.

void SetMaterialGUID ( UGUID guid, string pattern ) #

Sets a new material with a given GUID to the specified surface.

Arguments

UGUID GetMaterialGUID ( int surface ) #

Returns a GUID of the material for the specified surface.

Arguments

  • int surface - Target surface number.

Return value

Material GUID.

void SetMaterial ( Material mat, int surface ) #

Sets a new material for the specified surface.

Arguments

  • Material mat - Material instance.
  • int surface - Surface number.

void SetMaterial ( Material mat, string pattern ) #

Sets a new material for the specified surface.

Arguments

  • Material mat - Material instance.
  • string pattern - Pattern (string with a regular expression), against which surface names will be matched.

int GetSurfaceStatDrawCalls ( int surface ) #

Returns the number of draw calls (DIP) for the surface with the specified number during the last frame.

Arguments

  • int surface - Surface number.

Return value

Number of draw calls (DIP) for the specified surface during the last frame.

int GetSurfaceStatDrawCountViewport ( int surface ) #

Returns the number of times the surface with the specified number was drawn in the viewport last frame.

Arguments

  • int surface - Surface number.

Return value

Number of times the specified surface was drawn in the viewport last frame.

int GetSurfaceStatDrawCountReflection ( int surface ) #

Returns the number of times the surface with the specified index was drawn during reflections rendering in the last frame.

Arguments

  • int surface - Surface number.

Return value

Number of times the specified surface was drawn during reflections rendering in the last frame.

int GetSurfaceStatDrawCountShadow ( int surface ) #

Returns the number of times the surface with the specified index was drawn during shadows rendering in the last frame.
Source code (C#)
ObjectMeshStatic mesh;
int total_draw_count_shadows = 0;

// event handler function calculating the total number of times the surfaces of a Static Mesh were drawn

void endscreen_event_handler()
{
	total_draw_count_shadows = 0;

	for (int surf = 0; surf < mesh.NumSurfaces; surf++)
	{
		if (mesh.GetSurfaceStatFrame(surf) == Engine.Frame)
		{
			// This surface was rendered during the current frame, so the info is up-to date
			total_draw_count_shadows += mesh.GetSurfaceStatDrawCountShadow(surf);
		}
	}
}

// create an instance of the EventConnections class
EventConnections endscreen_event_connections = new EventConnections();

void Init()
{

	// subscribe to the EndScreen event with a handler function keeping the connection
	Render.EventEndScreen.Connect(endscreen_event_connections, endscreen_event_handler);
}

Arguments

  • int surface - Surface number.

Return value

Number of times the specified surface was drawn during shadows rendering in the last frame.

long GetSurfaceStatFrame ( int surface ) #

Returns the number of Engine frame, in which the surface with the specified number was drawn last time.

Arguments

  • int surface - Surface number.

Return value

Number of frame, in which the specified surface was drawn last time.
Last update: 2024-12-13
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