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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 This version of documentation is OUTDATED, as it describes an older SDK version!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::Primitives Class

Header: #include <UniginePrimitives.h>

This class contains methods enabling you to create geometry primitives - dynamic meshes of the predefined forms, or add surfaces of the predefined forms to already existing dynamic meshes.

Usage Example#

Here is a small example demonstrating how to create a capsule primitive and add a box surface to it:

Source code (C++)
#include <UnigineObjects.h>
#include <UniginePrimitives.h>
// ...

// Creating a capsule-shape primitive with the specified parameters
ObjectMeshDynamicPtr MyPrimitive = Primitives::createCapsule(0.5f, 3, 16, 32);

// Adding a box-shape surface to the created capsule
Primitives::addBoxSurface(MyPrimitive, vec3(2.0f), mat4_identity);

Primitives Class

Members


Ptr<ObjectMeshDynamic> createBox ( const Math::vec3 & size ) #

Creates a dynamic mesh in a form of a box.

Arguments

  • const Math::vec3 & size - Box size along the X, Y and Z axes.

Return value

ObjectMeshDynamic instance.

Ptr<ObjectMeshDynamic> createCapsule ( float radius, float height, int stacks = 16, int slices = 32 ) #

Creates a dynamic mesh in a form of a capsule.

Arguments

  • float radius - Capsule radius.
  • float height - Capsule height.
  • int stacks - Number of stacks that divide the capsule radially.
  • int slices - Number of slices that divide the capsule horizontally.

Return value

ObjectMeshDynamic instance.

Ptr<ObjectMeshDynamic> createCylinder ( float radius, float height, int stacks = 1, int slices = 32 ) #

Creates a dynamic mesh in a form of a cylinder.

Arguments

  • float radius - Cylinder radius.
  • float height - Cylinder height.
  • int stacks - Number of stacks that divide the cylinder radially.
  • int slices - Number of slices that divide the cylinder horizontally.

Return value

ObjectMeshDynamic instance.

Ptr<ObjectMeshDynamic> createDodecahedron ( float radius ) #

Creates a dynamic mesh in a form of a dodecahedron.

Arguments

  • float radius - Dodecahedron radius.

Return value

ObjectMeshDynamic instance.

Ptr<ObjectMeshDynamic> createIcosahedron ( float radius ) #

Creates a dynamic mesh in a form of an icosahedron.

Arguments

  • float radius - Icosahedron radius.

Return value

ObjectMeshDynamic instance.

Ptr<ObjectMeshDynamic> createPlane ( float width, float height, float step ) #

Creates a dynamic mesh in a form of a plane. It is divided into equal squares whose size is defined by the given step.

Arguments

  • float width - Plane width.
  • float height - Plane height.
  • float step - Step of surface subdivision (vertical and horizontal).

Return value

ObjectMeshDynamic instance.

Ptr<ObjectMeshDynamic> createPrism ( float size_0, float size_1, float height, int sides = 8 ) #

Creates a dynamic mesh in a form of a prism.

Arguments

  • float size_0 - Radius of the circle circumscribed about the top prism base.
  • float size_1 - Radius of the circle circumscribed about the bottom prism base.
  • float height - Height of the prism.
  • int sides - Number of the prism faces.

Return value

ObjectMeshDynamic instance.

Ptr<ObjectMeshDynamic> createSphere ( float radius, int stacks = 16, int slices = 32 ) #

Creates a dynamic mesh in a form of a sphere.

Arguments

  • float radius - Sphere radius.
  • int stacks - Number of stacks that divide the sphere radially.
  • int slices - Number of slices that divide the sphere horizontally.

Return value

ObjectMeshDynamic instance.

void addBoxSurface ( Ptr<ObjectMeshDynamic> & object, const Math::vec3 & size, const Math::mat4 & transform ) #

Appends a box of the specified size to ObjectMeshDynamic.

Arguments

void addCapsuleSurface ( Ptr<ObjectMeshDynamic> & object, float radius, float height, const Math::mat4 & transform, int stacks = 16, int slices = 32 ) #

Appends a capsule of the specified size to ObjectMeshDynamic. The stacks and slices specify the surface's subdivision.

Arguments

  • Ptr<ObjectMeshDynamic> & object - ObjectMeshDynamic instance.
  • float radius - Capsule radius.
  • float height - Capsule height along the central axis.
  • const Math::mat4 & transform - Capsule transformation matrix.
  • int stacks - Number of stacks that divide the capsule radially.
  • int slices - Number of slices that divide the capsule horizontally.

void addCylinderSurface ( Ptr<ObjectMeshDynamic> & object, float radius, float height, const Math::mat4 & transform, int stacks = 1, int slices = 32 ) #

Appends a cylinder of the specified size to ObjectMeshDynamic. The stacks and slices specify the surface's subdivision.

Arguments

  • Ptr<ObjectMeshDynamic> & object - ObjectMeshDynamic instance.
  • float radius - Cylinder radius.
  • float height - Cylinder height.
  • const Math::mat4 & transform - Cylinder transformation matrix.
  • int stacks - Number of stacks that divide the cylinder radially.
  • int slices - Number of slices that divide the cylinder horizontally.

void addDodecahedronSurface ( Ptr<ObjectMeshDynamic> & object, float radius, const Math::mat4 & transform ) #

Appends a dodecahedron (a polyhedron with twelve flat faces) of the specified size to ObjectMeshDynamic.

Arguments

void addIcosahedronSurface ( Ptr<ObjectMeshDynamic> & object, float radius, const Math::mat4 & transform ) #

Appends a icosahedron (a polyhedron with twenty flat faces) of the specified size to ObjectMeshDynamic.

Arguments

void addPlaneSurface ( Ptr<ObjectMeshDynamic> & object, float width, float height, float step, const Math::mat4 & transform ) #

Appends a plane surface to the dynamic mesh. The plane is divided into equal squares, size of which is defined by the given step.

Arguments

  • Ptr<ObjectMeshDynamic> & object - ObjectMeshDynamic instance.
  • float width - Width of the plane.
  • float height - Height of the plane.
  • float step - Step of surface subdivision (vertical and horizontal).
  • const Math::mat4 & transform - Plane transformation matrix.

void addPrismSurface ( Ptr<ObjectMeshDynamic> & object, float size_0, float size_1, float height, const Math::mat4 & transform, int sides = 8 ) #

Appends a prism to the dynamic mesh.

Arguments

  • Ptr<ObjectMeshDynamic> & object - ObjectMeshDynamic instance.
  • float size_0 - Radius of the circle circumscribed about the top prism base.
  • float size_1 - Radius of the circle circumscribed about the bottom prism base.
  • float height - Dimension of the prism's central axis.
  • const Math::mat4 & transform - Prism transformation matrix.
  • int sides - Number of the prism faces.

void addSphereSurface ( Ptr<ObjectMeshDynamic> & object, float radius, const Math::mat4 & transform, int stacks = 16, int slices = 32 ) #

Appends a sphere surface to the dynamic mesh. The stacks and slices specify the surface's subdivision.

Arguments

  • Ptr<ObjectMeshDynamic> & object - ObjectMeshDynamic instance.
  • float radius - Sphere radius.
  • const Math::mat4 & transform - Transformation matrix.
  • int stacks - Number of stacks that divide the sphere radially.
  • int slices - Number of slices that divide the sphere horizontally.
Last update: 2024-08-16
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