ObjectMeshCluster Class
Inherits: | Object |
A MeshCluster class allows you to bake identical meshes (with the same material applied to their surfaces) into one object, which provides less cluttered spatial tree, reduces the number of texture fetches and speeds up rendering.
Meshes are rendered within a specified visibility distance from the camera. When moving away from this distance, meshes fade out and then disappear completely.
The following samples demonstrate the ObjectMeshCluster class usage:
ObjectMeshCluster Class
Members
static ObjectMeshCluster(string arg1, int unique = 0)
ObjectMeshCluster constructor.Arguments
- string arg1 - Name of the mesh file.
- int unique - When you create several objects out of a single .mesh file, the instance of the mesh geometry is created. If you then change the source geometry, its instances will be changed as well. To avoid this, set the unique flag to 1, so a copy of the mesh geometry will be created and changes won't be applied.
ObjectMeshCluster cast(Node node)
Casts an ObjectMeshCluster out of the Node instance.Arguments
- Node node - Node instance.
Return value
ObjectMeshCluster instance.ObjectMeshCluster cast(Object base)
Casts an ObjectMeshCluster out of the Object instance.Arguments
- Object base - Object instance.
Return value
ObjectMeshCluster instance.void setFadeDistance(float distance)
Sets the distance up to which meshes handled by the mesh cluster will be fading out (that is, fewer meshes will be rendered instead of all). The distance is measured starting from the visibility distance.In order for a fade distance to be applied, visibility distance should not be infinite.
Arguments
- float distance - Distance of fading for meshes, in units. If a negative value is provided, 0 will be used instead.
float getFadeDistance()
Returns the current distance up to which meshes handled by the mesh cluster are fading out (that is, fewer meshes will be rendered instead of all). The distance is measured starting from the visibility distance.In order for a fade distance to be applied, visibility distance should not be infinite.
Return value
Fade distance, in units.int setMesh(Mesh mesh)
Copies the source mesh into the current mesh.Arguments
- Mesh mesh - The source mesh to be copied.
Return value
1 if the mesh is copied successfully; otherwise, 0.int getMesh(Mesh mesh)
Copies the current mesh into the source mesh.Arguments
- Mesh mesh - The source mesh.
Return value
1 if the mesh is copied successfully.void setMeshName(string name)
Sets a name for the mesh handled by the mesh cluster.Arguments
- string name - Name to be set for the mesh.
string getMeshName()
Returns the name of the mesh handled by a mesh cluster.Return value
Mesh name.void setMeshTransform(int num, mat4 transform)
Sets the transformation for the given mesh instance.Arguments
- int num - Mesh instance number.
- mat4 transform - Mesh transformation matrix.
mat4 getMeshTransform(int num)
Returns the transformation of the given mesh instance.Arguments
- int num - Mesh instance number.
Return value
Transformation matrix.int getNumMeshes()
Returns the total number of meshes handled by the mesh cluster.Return value
Number of meshes.int getNumSurfaceTargets(int surface)
Returns the total number of surface targets.Arguments
- int surface - Surface number.
Return value
Total number of surface targets.void setShadowRadius(float radius)
Sets the distance to draw additional meshes outside the view frustum. This option allows you to eliminate popping of shadows at the edges of the screen when the camera is turning.Arguments
- float radius - Distance, in units. If a negative value is provided, 0 will be used instead.
float getShadowRadius()
Returns the current distance to draw additional meshes outside the view frustum. This option allows you to eliminate popping of shadows at the edges of the screen when the camera is turning.Return value
Distance, in units.string getSurfaceTargetName(int surface, int target)
Returns the name of a given surface target.Arguments
- int surface - Surface number.
- int target - Target number.
Return value
Target name.void setVisibleDistance(float distance)
Sets the distance up to which meshes handled by the mesh cluster will be rendered.Arguments
- float distance - Visibility distance, in units. If a negative value is provided, 0 will be used instead.
float getVisibleDistance()
Returns the current distance up to which meshes handled by the mesh cluster are rendered.Return value
Distance of visibility for meshes, in units.void clearMeshes()
Deletes all meshes currently baked into mesh cluster.int createMesh(string name, int unique = 0)
Creates the cluster with the specified parameters.Arguments
- string name - Mesh name.
- int unique - When you create several objects out of a single .mesh file, the instance of the mesh geometry is created. If you then change the source geometry, its instances will be changed as well. To avoid this, set the unique flag to 1, so a copy of the mesh geometry will be created and changes won't be applied.
Return value
1 if the mesh is created successfully; otherwise - 0.void createMeshes(int transforms)
Bakes children meshes into the cluster. For meshes to be baked, they must be identical to the source mesh and have the same material applied to their surfaces.Arguments
- int transforms - Transformations vector.
int findSurfaceTarget(string name, int surface)
Searches for a surface target with a given name.Arguments
- string name - Target name.
- int surface - Surface number.
Return value
Target number if it exists; otherwise, -1.void flushMesh()
Flushes the mesh geometry into the video memory.int loadMesh(string name)
Loads the mesh for the current mesh from the .mesh file. This function doesn't change the mesh name.Arguments
- string name - The path to the .mesh file.
Return value
1 if the mesh is loaded successfully; otherwise, 0.int saveMesh(string name)
Saves the mesh into the .mesh format.Arguments
- string name - The path to the file.
Return value
1 if the mesh is saved successfully; otherwise, 0.Last update: 2017-07-03
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