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Unigine::ObjectDynamic Class

Header: #include <UnigineObjects.h>
Inherits from: Object

ObjectDynamic class allows to create a dynamic object, which can be rendered by means of any type of geometry (vertex format for an object is changeable). The class supports instancing as well as point/line/triangle rendering modes. ObjectDynamic class requires a custom shader for rendering, no built-in shaders are available.

ObjectDynamic Class

Enums

MODE#

NameDescription
MODE_POINTS = 0Mode to render the points.
MODE_LINES = 1Mode to render the lines.
MODE_TRIANGLES = 2Mode to render the triangles.
MODE_TRIANGLE_PATCHES = 3Mode to render the triangle patches.
MODE_QUAD_PATCHES = 4Mode to render the quad patches.

Members


static ObjectDynamicPtr create ( int flags = 0 ) #

Constructor. Creates a new dynamic object. By default, no flags are used.

Arguments

const ObjectDynamic::Attribute * getAttributes ( ) const#

Returns an array of vertex attributes.

Return value

Array of vertex attributes.

void setBoundBox ( const BoundBox & bb ) #

Sets a bounding box of a specified size for a given dynamic object surface.

Arguments

void setBoundBox ( const BoundBox & bb, int surface ) #

Sets a bounding box of a specified size for a given dynamic object surface.

Arguments

  • const BoundBox & bb - Bounding box.
  • int surface - Surface number in range from 0 to the total number of dynamic mesh surfaces.

void setIndex ( int num, int index ) #

Updates the index in the index buffer (replaces the index with the given number with the specified index of the vertex).

Arguments

  • int num - Index number in the index buffer.
  • int index - Vertex index in the index buffer to set.

int getIndex ( int num ) const#

Returns the index of the vertex by the index number.

Arguments

  • int num - Index number.

Return value

Vertex index in the index buffer.

void setIndicesArray ( int[] indices ) #

Updates the specified indices array.
Notice
To apply changes you should call the flushIndices() method after updating the indices array.

Arguments

  • int[] indices - Indices array.

void setInstancing ( int instancing ) #

Activates the hardware instancing technique.

Arguments

  • int instancing - Instancing flag. 1 to enable hardware instancing, 0 to disable it.

int getInstancing ( ) const#

Returns a value indicating if the hardware instancing flag is enabled.

Return value

1 if the hardware instancing flag is enabled; otherwise, 0.

int getNumAttributes ( ) const#

Returns the number of vertex attributes.

Return value

Number of vertex attributes.

void setNumIndices ( int indices ) #

Sets the number of vertex indices.

Arguments

  • int indices - Number of indices.

int getNumIndices ( ) const#

Returns the number of vertex indices used by the object.

Return value

Number of indices.

void setNumVertex ( int vertex ) #

Sets the number of mesh vertices.

Arguments

  • int vertex - Number of mesh vertices.

int getNumVertex ( ) const#

Returns the number of vertices composing the object.

Return value

Number of vertices.

void setMaterialNodeType ( Node::TYPE type ) #

Sets the node type to be used by the renderer to determine which materials can be applied to the object.
Notice
As ObjectDynamic is a custom user-defined object, so the user should determine the node type for the renderer to treat this object properly. Setting inappropriate node type may lead to system crashes.

Arguments

Node::TYPE getMaterialNodeType ( ) const#

Returns the node type to be used by the renderer to determine which materials can be applied to the object.
Notice
As ObjectDynamic is a custom user-defined object, so the user should determine the node type for the renderer to treat this object properly. Setting inappropriate node type may lead to system crashes.

Return value

Node type ID. One of the node type identifiers.

void setParameterBool ( const char * name, bool value ) #

Sets boolean shader parameter of the specified value.

Arguments

  • const char * name - Shader parameter name.
  • bool value - Parameter value.

void setParameterFloat ( const char * name, float[] value ) #

Sets float shader parameter of the specified value.

Arguments

  • const char * name - Name of the parameter.
  • float[] value - Parameter value pointer.

void setParameterFloatArray ( const char * name, float[] value, int num ) #

Sets an array of the specified number of float shader parameters.

Arguments

  • const char * name - Name of the parameter.
  • float[] value - Parameter values.
  • int num - Number of shader parameters.

void setParameterInt ( const char * name, int[] value ) #

Sets integer shader parameter of the specified value.

Arguments

  • const char * name - Name of the parameter.
  • int[] value - Parameter value.

void setSurfaceBegin ( int begin, int surface ) #

Sets the begin index for the specified object surface.

Arguments

  • int begin - The index to be set as the begin one for the surface.
  • int surface - Number of the target surface.

int getSurfaceBegin ( int surface ) const#

Returns the begin index of the specified object surface.

Arguments

  • int surface - The number of the target surface in range from 0 to the total number of surfaces.

Return value

The begin index.

void setSurfaceEnd ( int end, int surface ) #

Sets the end index for the specified object surface.

Arguments

  • int end - The index to be set as the end one for the surface.
  • int surface - Number of the target surface.

int getSurfaceEnd ( int surface ) const#

Returns the end index of the specified object surface.

Arguments

  • int surface - The number of the target surface in range from 0 to the total number of surfaces.

Return value

The end index.

void setSurfaceMode ( ObjectDynamic::MODE mode, int surface ) #

Sets primitives to render an object surface with: triangles (by default), lines or points.

Arguments

ObjectDynamic::MODE getSurfaceMode ( int surface ) const#

Returns primitives used to render the object surface with: triangles (by default), lines or points.

Arguments

  • int surface - Number of a target surface.

Return value

Surface rendering mode:
  • OBJECT_DYNAMIC_MODE_POINTS = 0
  • OBJECT_DYNAMIC_MODE_LINES
  • OBJECT_DYNAMIC_MODE_TRIANGLES

void setSurfaceName ( const char * name, int surface ) #

Sets the name for the specified surface.
Notice
The name will be set only if the specified surface was added via the addSurface() method.

Arguments

  • const char * name - Surface name.
  • int surface - Number of a target surface in range from 0 to the total number of surfaces.

void setVertex ( int num, const void * vertex ) #

Updates a vertex in the vertices buffer.

Arguments

  • int num - Vertex number.
  • const void * vertex - Vertex pointer.

void setVertexArray ( const void * vertex, int num_vertex ) #

Updates the vertices array.

Arguments

  • const void * vertex - Vertices array pointer.
  • int num_vertex - Number of vertices.

void setVertexFloat ( int attribute, float[] value ) #

Updates the last added vertex to the vertex of the float type with the given parameters.

Arguments

  • int attribute - The number of the attribute, set in the setVertexFormat() method.
  • float[] value - Vertex coordinates.

void setVertexFloat ( int vertex, int attribute, float[] value ) #

Updates the given vertex to the vertex of the float type with the given parameters

Arguments

  • int vertex - Vertex index.
  • int attribute - The number of the attribute, set in the setVertexFormat() method.
  • float[] value - Vertex coordinates.

void setVertexFormat ( const ObjectDynamic::Attribute[] & attributes ) #

Sets the number of the vertex attributes.

The example of setting 4 different vertices attributes:

Source code (C++)
const ObjectDynamic::Attribute attributes[] = {
	{ 0, ObjectDynamic::TYPE_FLOAT, 3 },
	{ 8, ObjectDynamic::TYPE_HALF, 4 },
	{ 16, ObjectDynamic::TYPE_HALF, 4 },
	{ 24, ObjectDynamic::TYPE_HALF, 4 }
};

// set vertex format
dynamic->setVertexFormat(attributes, 4);

Arguments

  • const ObjectDynamic::Attribute[] & attributes - Number of the vertex attributes, can be up to 16 attributes for one vertex. The numeration starts from 0. Each attribute consists of:
    • An offset of the vertex in bytes, depends on the vertex type and size.
    • Type of the vertex: TYPE_FLOAT, TYPE_HALF, TYPE_UCHAR
    • Size of the vertex: can be 1,2,3,4 for float type; 2,4 for half type; 4 for UChar type
      Notice
      When it goes to shader, 0 -attribute always comes with the size of 4, no matter what size is specified in the method. All the other attributes comes with the specified sizes.

void setVertexHalf ( int attribute, float[] value ) #

Updates the last added vertex to the vertex of the half-float type with the given parameters.

Arguments

  • int attribute - The number of the attribute, set in the setVertexFormat() method.
  • float[] value - Vertex coordinates.

void setVertexHalf ( int vertex, int attribute, float[] value ) #

Updates the last added vertex to the vertex of the half-float type with the given parameters.

Arguments

  • int vertex - Vertex index.
  • int attribute - The number of the attribute, set in the setVertexFormat() method.
  • float[] value - Vertex coordinates.

int getVertexSize ( ) const#

Returns the size of the current vertex, bytes.

Return value

Vertex size.

void setVertexUChar ( int attribute, uchar[] value ) #

Updates the last added vertex with the vertex of the unsigned char type with the given parameters.

Arguments

  • int attribute - The number of the attribute, as set in the setVertexFormat() method.
  • uchar[] value - Vertex coordinates.

void setVertexUChar ( int vertex, int attribute, uchar[] value ) #

Updates the last added vertex with the vertex of the unsigned char type with the given parameters.

Arguments

  • int vertex - Vertex index.
  • int attribute - The number of the attribute, as set in the setVertexFormat() method.
  • uchar[] value - Vertex coordinates.

void setVertexUShort ( int attribute, ushort[] value ) #

Updates the last added vertex to the vertex of the unsigned short type with the given parameters.

Arguments

  • int attribute - Attribute number.
  • ushort[] value - Value pointer.

void setVertexUShort ( int vertex, int attribute, ushort[] value ) #

Updates the given vertex to the vertex of the unsigned short type with the given parameters.

Arguments

  • int vertex - Vertex index.
  • int attribute - The number of the attribute, set in the setVertexFormat() method.
  • ushort[] value - Vertex coordinates.

void addIndex ( int index ) #

Adds an index to the index buffer.

Arguments

  • int index - Index to add.

void addIndicesArray ( int[] indices ) #

Adds an array of the specified number of indices.

Arguments

  • int[] indices - Indices array.

void addLineStrip ( int num_vertex ) #

Adds a line strip to the object.
Notice
This method does not add the new vertices, but allocates their indices. Vertices should be created with addVertexFloat(), addVertexHalf() or addVertexUChar() methods accordingly to the required vertex type.

Arguments

  • int num_vertex - Number of vertices.

void addPoints ( int num_points ) #

Adds the points to the object.
Notice
This method does not add the new vertices, but allocates their indices. Vertices should be created with addVertexFloat(), addVertexHalf() or addVertexUChar() methods accordingly to the required vertex type.

Arguments

  • int num_points - Number of points.

void addSurface ( const char * name ) #

Adds all the last listed and unsigned vertices and triangles to a new surface with a specified name.

Arguments

  • const char * name - Name of the new surface.

void addTriangleFan ( int num_vertex ) #

Adds a triangle fan to the object.
Notice
This method does not add the new vertices, but allocates their indices. Vertices should be created with addVertexFloat(), addVertexHalf() or addVertexUChar() methods accordingly to the required vertex type.

Arguments

  • int num_vertex - Number of vertices composing the fan.

void addTriangleQuads ( int num_quads ) #

Adds a given number of quadrilaterals to the mesh. This method does not add vertices, rather it allocates indices, for which vertices should be then created with the addVertex() function. Indices will point to vertices starting from the current last vertex in the vertex buffer.

Arguments

  • int num_quads - Number of quadrilaterals.

void addTriangles ( int num_triangles ) #

Adds a given number of triangles to the object.
Notice
This method does not add the new vertices, but allocates their indices. Vertices should be created with addVertexFloat(), addVertexHalf() or addVertexUChar() methods accordingly to the required vertex type.

Arguments

  • int num_triangles - Number of triangles.

void addTriangleStrip ( int num_vertex ) #

Adds a triangle strip to the object.
Notice
This method does not add the new vertices, but allocates their indices. Vertices should be created with addVertexFloat(), addVertexHalf() or addVertexUChar() methods accordingly to the required vertex type.

Arguments

  • int num_vertex - Number of vertices composing the strip.

void addVertex ( const void * vertex ) #

Adds a vertex to the vertices buffer.

Arguments

  • const void * vertex - Vertex pointer.

void addVertexArray ( const void * vertex, int num_vertex ) #

Adds an array of the specified vertices number.

Arguments

  • const void * vertex - Vertices array pointer.
  • int num_vertex - Number of vertices.

void addVertexFloat ( int attribute, float[] value ) #

Adds a vertex of a float type with the given attribute, coordinates and size to the object.
Notice
Before adding a vertex, make sure that you set all the attributes for it with the setVertexFormat() method.

Arguments

  • int attribute - The number of the attribute, set in the setVertexFormat() method.
  • float[] value - Vertex coordinates.

void addVertexHalf ( int attribute, float[] value ) #

Adds a vertex of the half-float type with the given attribute, coordinates and size to the object.
Notice
Before adding a vertex, make sure that you set all the attributes for it with the setVertexFormat() method.

Arguments

  • int attribute - The number of the attribute, set in the setVertexFormat() method.
  • float[] value - Vertex coordinates.

void addVertexUChar ( int attribute, uchar[] value ) #

Adds a vertex of an unsigned char value with the given attribute, coordinates and size to the object.

Arguments

  • int attribute - The number of the attribute, set in the setVertexFormat() method.
  • uchar[] value - Vertex coordinates.

void addVertexUShort ( int attribute, ushort[] value ) #

Adds a vertex of an unsigned short value with the given attribute, coordinates and size to the object.

Arguments

  • int attribute - The number of the attribute, set in the setVertexFormat() method.
  • ushort[] value - Vertex coordinates.

void allocateIndices ( int num ) #

Allocate an index buffer for a given number of indices that will be used for an object. With this function, memory can be allocated once rather than in chunks, making the creation faster.

Arguments

  • int num - The number of indices that will be stored in a buffer.

void allocateVertex ( int num ) #

Allocate a vertex buffer for a given number of vertices that will be used for an object. With this function, memory can be allocated once rather than in chunks, making the creation faster.

Arguments

  • int num - The number of vertices that will be stored in a buffer.

void clearIndices ( ) #

Clears all the vertex indices in the object.

void clearSurfaces ( ) #

Clears all the surface settings.

void clearVertex ( ) #

Clears all the current vertex settings.

void flushIndices ( ) #

Flushes the index buffer and sends all data to GPU. If you change the contents of the index buffers, you should call this method.

void flushVertex ( ) #

Flushes the vertex buffer and sends all data to GPU. This method is called automatically, if the length of the vertex buffer changes. If you change the contents of the vertex buffers, you should call this method.

void removeIndices ( int num, int size ) #

Removes the specified number of indices starting from the given index.

Arguments

  • int num - Number of the index in the index buffer.
  • int size - Number of indices to remove.

void removeVertex ( int num, int size, int indices ) #

Removes the specified number of vertices starting from the given vertex. To fix the index buffer after removal of vertices, pass 1 as the 3rd argument.

Arguments

  • int num - Number of the vertex in the vertex buffer.
  • int size - Number of vertices to remove.
  • int indices - 1 to fix the index buffer after removal of vertices; otherwise, 0.

static int type ( ) #

Returns the type of the object.

Return value

Object Dynamic type identifier.

void updateSurfaceBegin ( int surface ) #

Synchronizes surface begin index.

Arguments

  • int surface - The number of the target surface in range from 0 to the total number of surfaces.

void updateSurfaceEnd ( int surface ) #

Synchronizes surface end index.

Arguments

  • int surface - The number of the target surface in range from 0 to the total number of surfaces.
Last update: 2024-12-13
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