This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
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
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
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

Unigine::ObjectMeshSplineCluster Class

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

ObjectMeshSplineCluster Class

Members


static int type ( ) #

Returns the type of the node.

Return value

Node type identifier.

const char * getMeshPath ( ) const#

Returns the path to the current source mesh file for the object.

Return value

Path to the source mesh file.

int getNumMeshes ( ) const#

Returns the total number of meshes handled by the mesh spline cluster.

Return value

Number of meshes.

Math::mat4 getMeshTransform ( int num ) const#

Returns the transformation of the given mesh instance.

Arguments

  • int num - Mesh instance number.

Return value

Mesh transformation matrix.

bool getClusterTransforms ( const Math::WorldBoundBox & bounds, Vector< Math::mat4> & OUT_transforms ) #

Collects transformations (local coordinates) for all spline cluster meshes within the area specified by the given bounding box and puts them to the specified buffer.

Arguments

  • const Math::WorldBoundBox & bounds - Bounding box, defining the area, for which the transformations of spline cluster meshes are to be collected.
  • Vector< Math::mat4> & OUT_transforms - Buffer to store transformations of spline cluster meshes.
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.

Return value

true, if there are transformations of spline cluster meshes; or false, if there are no transformations of spline cluster meshes found.

bool getClusterWorldTransforms ( const Math::WorldBoundBox & bounds, Vector< Math::Mat4> & OUT_transforms ) #

Collects transformations (world coordinates) for all spline cluster meshes within the area specified by the given bounding box and puts them to the specified buffer.

Arguments

  • const Math::WorldBoundBox & bounds - Bounding box, defining the area, for which the transformations of spline cluster meshes are to be collected.
  • Vector< Math::Mat4> & OUT_transforms - Buffer to store transformations of spline cluster meshes.
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.

Return value

true, if there are transformations of spline cluster meshes; or false, if there are no transformations of spline cluster meshes found.
Last update: 2024-12-13
Build: ()