Unigine::ObjectGuiMesh Class
Header: | #include <UnigineObjects.h> |
Inherits: | Object |
This class allows for rendering GUI onto an arbitrary mesh. Unlike ObjectGui, it can be used to create non-flat displays positioned in the world. If the mesh contains several surfaces, the same GUI will be rendered on each of them. Note that the GUI will be rendered according to the UV mapping of surfaces.
See Also#
A UnigineScript API sample <UnigineSDK>/data/samples/objects/gui_01
ObjectGuiMesh Class
Members
static ObjectGuiMeshPtr create ( const Ptr<Mesh> & mesh, const char * path = 0 ) #
ObjectGuiMesh constructor. Creates a new GUI mesh from a given file.Arguments
- const Ptr<Mesh> & mesh - A mesh smart pointer.
- const char * path - A name of a new GUI mesh.
static ObjectGuiMeshPtr create ( const char * mesh_name, const char * path = 0, int unique = 0 ) #
An ObjectGuiMesh constructor. The ObjectGuiMesh will be created on the basis of the specified mesh.Arguments
- const char * mesh_name - Path to the mesh file.
- const char * path - Name of the new GUI mesh.
- 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.
This argument is available only if the first argument is string.
static Ptr<ObjectGuiMesh> cast ( const Ptr<Object> & base ) #
Casts an ObjectGuiMesh out of the Object instance.Arguments
- const Ptr<Object> & base - Pointer to Object.
Return value
Pointer to ObjectGuiMesh.static Ptr<ObjectGuiMesh> cast ( const Ptr<Node> & node ) #
Casts an ObjectGuiMesh out of the Node instance.Arguments
- const Ptr<Node> & node - Pointer to Node.
Return value
Pointer to ObjectGuiMesh.void setControlDistance ( float distance ) #
Sets a distance at which the GUI becomes controllable.Arguments
- float distance - A new distance in units.
float getControlDistance ( ) #
Returns the distance at which the GUI becomes controllable.Return value
The distance in units.Ptr<Gui> getGui ( ) #
Returns a Gui instance associated with the object.Return value
Gui smart pointer.int setMesh ( const Ptr<Mesh> & mesh ) #
Copies the source mesh into the current mesh.// create ObjectGuiMesh instances
ObjectGuiMeshPtr guiMesh = ObjectGuiMesh::create("gui.mesh");
ObjectGuiMeshPtr guiMesh_2 = ObjectGuiMesh::create("gui_2.mesh");
// create a Mesh instance
MeshPtr firstMesh = Mesh::create();
// get the mesh of the ObjectGuiMesh and copy it to the Mesh class instance
guiMesh->getMesh(firstMesh);
// put the firstMesh mesh to the guiMesh_2 instance
guiMesh_2->setMesh(firstMesh);
Arguments
- const Ptr<Mesh> & mesh - Pointer to the source mesh that must be copied.
Return value
1 if the mesh is copied successfully; otherwise, 0.int getMesh ( const Ptr<Mesh> & mesh ) #
Copies the current mesh into the source mesh passed as an argument. For example, you can obtain geometry of the gui mesh and then change it:// a gui mesh from which geometry will be obtained
ObjectGuiMeshPtr guiMesh = ObjectGuiMesh::create("gui.mesh");
// create a new mesh
MeshPtr mesh = Mesh::create();
// copy geometry to the created mesh
if (guiMesh->getMesh(mesh)) {
// do something with the obtained mesh
}
else {
Log::error("Failed to copy a mesh\n");
}
Arguments
- const Ptr<Mesh> & mesh - Pointer to the source mesh.
Return value
1 if the mesh is copied successfully; otherwise, 0.void setMeshName ( const char * name ) #
Sets a new mesh name.Arguments
- const char * name - Name to be set for the mesh.
const char * getMeshName ( ) #
Returns the mesh name.Return value
Mesh name.void setMouse ( const Math::Vec3 & p0, const Math::Vec3 & p1, int mouse_button, int mouse_show ) #
Sets mouse cursor position in the virtual control mode.Arguments
- const Math::Vec3 & p0 - Start point. A line segment between the start and the end points must intersect ObjectGui. The point of intersection determines x and y coordinates on the ObjectGui.
- const Math::Vec3 & p1 - End point. A line segment between the start and the end points must intersect ObjectGui. The point of intersection determines x and y coordinates on the ObjectGui.
- int mouse_button - Mouse button status. Set 1 to indicate that the button is clicked; otherwise, 0.
- int mouse_show - Mouse cursor status. Set 1 to show mouse cursor; otherwise, 0.
void setMouseMode ( int mode ) #
Sets mouse mode. This method can be used to set a virtual control mode for the mouse.Arguments
- int mode - Mouse mode. One of the MOUSE_* variables.
int getMouseMode ( ) #
Returns the current mouse mode.Return value
Mouse mode. One of the MOUSE_* variables.void setMouseShow ( int show ) #
Sets a value indicating if the mouse cursor should be rendered in the mesh GUI object.Arguments
- int show - 1 to render the mouse cursor; otherwise, 0.
int getMouseShow ( ) #
Returns a value indicating if the mouse cursor is rendered in the mesh GUI object.Return value
1 if the cursor is rendered; otherwise, 0.int getScreenHeight ( ) #
Returns the screen height of the mesh GUI object.Return value
The height in pixels.void setScreenSize ( int width, int height ) #
Sets screen dimensions of the mesh GUI object.Arguments
- int width - A new width in pixels.
- int height - A new height in pixels.
int getScreenWidth ( ) #
Returns the screen width of the mesh GUI object.Return value
The width in pixels.int createMesh ( const char * path, int unique = 0 ) #
Creates a mesh.Arguments
- const char * path - Path to the mesh file.
- int unique - Dynamic flag:
- 0 - If the mesh vertices are changed in run-time, meshes loaded from the same file will be also changed.
- 1 - If the mesh vertices are changed in run-time, meshes loaded from the same file won't be changed.
Return value
1 if the mesh is created successfully; otherwise, 0.void flushMesh ( ) #
Flushes the mesh geometry into the video memory.int loadMesh ( const char * path ) #
Loads a mesh file.Arguments
- const char * path - Mesh file name.
Return value
1 if the mesh is loaded successfully; otherwise, 0.int saveMesh ( const char * path ) #
Saves the mesh into a file.Arguments
- const char * path - Mesh file name.
Return value
1 if the mesh is saved successfully; otherwise, 0.static int type ( ) #
Returns the type of ObjectMeshStatic.Return value
ObjectMeshStatic type identifier.Last update:
2019-08-16
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