Unigine.DecalMesh Class
Inherits from: | Decal |
This class describes how to create and modify mesh decals.
See Also#
A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/decals/ folder:
- mesh_00
- mesh_01
- mesh_02
Creating a Mesh Decal#
The following code illustrates how to create a mesh decal, set its parameters and add the node to UnigineEditor.
using Unigine;
namespace UnigineApp
{
class AppWorldLogic : WorldLogic
{
private DecalMesh decal_mesh;
public override bool Init()
{
// create a mesh with a surface (e.g. a box primitive)
Mesh mesh = new Mesh();
mesh.addBoxSurface("box_0", new vec3(1.0f));
// create a mesh decal using created mesh and setting its radius to 10, material to "decal_base_0"
decal_mesh = new DecalMesh();
decal_mesh.SetMesh(mesh);
decal_mesh.Radius = 10.0f;
decal_mesh.MaterialPath = "decal_base_0.mat";
// set the name and position of the decal
decal_mesh.setName("Mesh Decal");
decal_mesh.setWorldPosition(new Vec3(0.0f, 0.0f, 5.0f));
return true;
}
public override bool Shutdown()
{
// clear pointer
decal_mesh.clearPtr();
return true;
}
}
}
DecalMesh Class
Properties
string MeshPath#
bool IsMeshLoadedVRAM#
bool IsMeshLoadedRAM#
bool IsMeshNull#
ObjectMeshStatic.PROCEDURAL_MODE MeshProceduralMode#
bool IsMeshProceduralDynamic#
bool IsMeshProceduralActive#
bool IsMeshProceduralDone#
Members
DecalMesh ( ) #
Constructor. Creates a new Mesh Decal.DecalMesh ( string path ) #
DecalMesh constructor. Creates a Mesh Decal with a source mesh loaded from the specified file.Arguments
- string path - Path to the source mesh file.
static int type ( ) #
Returns a DecalMesh type identifier.Return value
Type identifier.Mesh GetMeshCurrentRAM ( ) #
Returns the current source mesh used for the object and loaded to memory (RAM).Return value
A current source mesh used for the object.MeshRender GetMeshCurrentVRAM ( ) #
Returns the current render mesh used for the object and loaded to video memory (VRAM).Return value
A current render mesh used for the object.Mesh GetMeshForceRAM ( ) #
Returns the source mesh used for the object and loads it to memory (RAM) immediately.Return value
A source mesh used for the object.MeshRender GetMeshForceVRAM ( ) #
Returns the render mesh used for the object and loads it to video memory (VRAM) immediately. At that, the static mesh will also be loaded to memory (RAM).Return value
A render mesh used for the object.Mesh GetMeshAsyncRAM ( ) #
Returns the source mesh used for the object and loads it to memory (RAM) asynchronously.Return value
A source mesh used for the object.MeshRender GetMeshAsyncVRAM ( ) #
Returns the render mesh used for the object and loads it to video memory (VRAM) asynchronously. At that, the static mesh will also be loaded to memory (RAM).Return value
A render mesh used for the object.Mesh GetMeshDynamicRAM ( ) #
Returns the procedural source mesh associated with the object and ensures it is loaded into system memory (RAM). This method is only available when the mesh is in PROCEDURAL_MODE_DYNAMIC. A procedural mesh is a mesh created via code and uses a specific streaming mode. In PROCEDURAL_MODE_DYNAMIC, the object stays in memory after creation and is only unloaded manually using deleteDynamicMesh() or when the procedural mode is changed.Please note that procedural mesh modification directly affects streaming and memory usage (RAM, VRAM, and disk) depending on the selected procedural mode. For details, see the Procedural Mesh Workflow section.
Return value
A procedural source mesh used for the object.MeshRender GetMeshDynamicVRAM ( ) #
Returns the procedural render mesh associated with the object and ensures it is loaded into video memory (VRAM). This method is only available when the mesh is in PROCEDURAL_MODE_DYNAMIC. A procedural mesh is a mesh created via code and uses a specific streaming mode. In PROCEDURAL_MODE_DYNAMIC, the object stays in memory after creation and is only unloaded manually using deleteDynamicMesh() or when the procedural mode is changed.Please note that procedural mesh modification directly affects streaming and memory usage (RAM, VRAM, and disk) depending on the selected procedural mode. For details, see the Procedural Mesh Workflow section.
Return value
A procedural render mesh used for the object.bool LoadAsyncVRAM ( ) #
Asynchronously loads the mesh to video memory (VRAM) if the async streaming mode for meshes is enabled. Otherwise, the forced loading is performed. This method is recommended for implementing your own prefetch system (i.e. asynchronous pre-loading of meshes to video memory before they are used).Return value
true if the mesh is loaded successfully, otherwise false. If the mesh is already loaded to VRAM, true will be returned.bool LoadAsyncRAM ( ) #
Asynchronously loads the mesh to memory (RAM) if the async streaming mode for meshes is enabled. Otherwise, the forced loading is performed. This method is recommended for implementing your own prefetch system (i.e. asynchronous pre-loading of meshes to video memory before they are used).Return value
true if the mesh is loaded successfully, otherwise false. If the mesh is already loaded to RAM, true will be returned.bool LoadForceVRAM ( ) #
Performs force-loading of the mesh to video memory (VRAM) immediately. The forced loading to VRAM is performed in the main thread.Return value
true if the mesh is loaded successfully, otherwise false. If the mesh is already loaded to VRAM, true will be returned.bool LoadForceRAM ( ) #
Performs force-loading of the mesh to memory (RAM) immediately.Return value
true if the mesh is loaded successfully, otherwise false. If the mesh is already loaded to RAM, true will be returned.void SetMeshProceduralMode ( ObjectMeshStatic.PROCEDURAL_MODE mode, int mesh_render_flags = 0 ) #
Sets the procedural mode for the mesh. The specified mode defines how procedural data is stored, updated, and unloaded.Please note that procedural mesh modification directly affects streaming and memory usage (RAM, VRAM, and disk) depending on the selected procedural mode. For details, see the Procedural Mesh Workflow section.
Arguments
- ObjectMeshStatic.PROCEDURAL_MODE mode - One of the PROCEDURAL_MODE to apply to the mesh.
- int mesh_render_flags - Optional usage flags that control how vertex and index data are stored for the mesh render.
int GetStatDrawCalls ( ) #
Returns the number of draw calls (DIP) for the decal during the last frame.Return value
Number of draw calls (DIP) for the decal during the last frame.int GetStatDrawCountViewport ( ) #
Returns the number of times the decal was drawn in the viewport last frame.Return value
Number of times the decal was drawn in the viewport last frame.int GetStatDrawCountReflection ( ) #
Returns the number of times the decal was drawn during reflections rendering in the last frame.Return value
Number of times the decal was drawn during rendering in the last frame.int GetStatDrawCountShadow ( ) #
Returns the number of times the decal was drawn during shadows rendering in the last frame.Return value
Number of times the decal was drawn during shadows rendering in the last frame.long GetStatFrame ( ) #
Returns the number of Engine frame, in which the decal was drawn last time.Return value
Number of frame, in which the decal was drawn last time.Mesh CreateCopyMeshRAM ( ) #
Creates and returns a copy of the source mesh used by the object, loading it directly from disk if it is not present in cache. This method does not stream the copied mesh into memory cache, resulting in lower RAM usage.Return value
A copy of the source mesh, or nullptr if source mesh is not presented in RAM or its file path is invalid.bool GetCopyMeshRAM ( Mesh result ) #
Retrieves a copy of the source mesh used by the object and writes it to the provided mesh object. If the mesh is not present in cache, it is loaded directly from disk. This method does not stream the copied mesh into memory cache, resulting in lower RAM usage.Arguments
- Mesh result - Object that will receive a copy of the source mesh.
Return value
true if the mesh was copied successfully, false if source mesh is not present in RAM or its file path is invalid.bool ApplyCopyMeshProceduralForce ( Mesh mesh, int mesh_render_flags = 0 ) #
Copies all vertex data from the given mesh into the object's procedural mesh forcibly, executing the operation immediately.
Please note that procedural mesh modification directly affects streaming and memory usage (RAM, VRAM, and disk) depending on the selected procedural mode. For details, see the Procedural Mesh Workflow section.
Arguments
- Mesh mesh - Source mesh to copy vertex data from.
- int mesh_render_flags - Optional usage flags for MeshRender.
Return value
true if the mesh was copied successfully, otherwise false.bool ApplyMoveMeshProceduralForce ( Mesh mesh, int mesh_render_flags = 0 ) #
Moves all vertex data from the given mesh into the object's procedural mesh forcibly, executing the operation immediately without memory allocation and data copying (move semantics).
In PROCEDURAL_MODE_DYNAMIC, this method behaves identically to its asynchronous variant.
Please note that procedural mesh modification directly affects streaming and memory usage (RAM, VRAM, and disk) depending on the selected procedural mode. For details, see the Procedural Mesh Workflow section.
Arguments
- Mesh mesh - Source mesh to move vertex data from.
- int mesh_render_flags - Optional usage flags for MeshRender.
Return value
true if the mesh was moved (transferred without copying) successfully, otherwise false.bool ApplyMoveMeshProceduralForce ( Mesh mesh_ram, MeshRender mesh_vram ) #
Moves all vertex and render data from the given mesh_ram and mesh_vram into the object's procedural mesh forcibly, executing the operation immediately using move semantics, without data copying or VRAM allocation.
Please note that procedural mesh modification directly affects streaming and memory usage (RAM, VRAM, and disk) depending on the selected procedural mode. For details, see the Procedural Mesh Workflow section.
Arguments
- Mesh mesh_ram - Source mesh containing vertex data.
- MeshRender mesh_vram - Source mesh containing render data.
Return value
true if the data was moved (transferred without copying) successfully, otherwise false.bool ApplyCopyMeshProceduralAsync ( Mesh mesh, int mesh_render_flags = 0 ) #
Copies all vertex data from the given mesh into the object's procedural mesh asynchronously. The operation is not forced and is executed in the background with no noticeable delay.
In PROCEDURAL_MODE_FILE and PROCEDURAL_MODE_BLOB, this method performs faster compared to the forced variant, as file writes and memory operations are offloaded to background threads.
Please note that procedural mesh modification directly affects streaming and memory usage (RAM, VRAM, and disk) depending on the selected procedural mode. For details, see the Procedural Mesh Workflow section.
Arguments
- Mesh mesh - Source mesh to copy vertex data from.
- int mesh_render_flags - Optional usage flags for MeshRender.
Return value
true if the mesh was copied successfully, otherwise false.bool ApplyMoveMeshProceduralAsync ( Mesh mesh, int mesh_render_flags = 0 ) #
Moves all vertex data from the given mesh into the object's procedural mesh asynchronously. The operation is not forced and is executed in the background with no noticeable delay, without memory allocation and data copying (move semantics).
In PROCEDURAL_MODE_FILE and PROCEDURAL_MODE_BLOB, this method performs faster compared to the forced variant, as file writes and memory operations are offloaded to background threads.
Please note that procedural mesh modification directly affects streaming and memory usage (RAM, VRAM, and disk) depending on the selected procedural mode. For details, see the Procedural Mesh Workflow section.
Arguments
- Mesh mesh - Source mesh to copy vertex data from.
- int mesh_render_flags - Optional usage flags for MeshRender.
bool ApplyMoveMeshProceduralAsync ( Mesh mesh_ram, MeshRender mesh_vram ) #
Moves all vertex and render data from the given mesh_ram and mesh_vram into the object's procedural mesh asynchronously, without copying or allocating VRAM. The operation is not forced and is executed in the background with no noticeable delay.
In PROCEDURAL_MODE_FILE and PROCEDURAL_MODE_BLOB, this method performs faster, as file writes and memory operations are offloaded to background threads.
In PROCEDURAL_MODE_DYNAMIC, this method behaves identically to its forced variant.
Please note that procedural mesh modification directly affects streaming and memory usage (RAM, VRAM, and disk) depending on the selected procedural mode. For details, see the Procedural Mesh Workflow section.
Arguments
- Mesh mesh_ram - Source mesh containing vertex data.
- MeshRender mesh_vram - Source mesh containing render data.
Return value
true if the data was moved successfully, otherwise false.bool DeleteDynamicMesh ( ) #
Releases all memory used by the procedural mesh, including both VRAM and RAM.
Please note that procedural mesh modification directly affects streaming and memory usage (RAM, VRAM, and disk) depending on the selected procedural mode. For details, see the Procedural Mesh Workflow section.
Return value
true if the memory was released successfully, otherwise false.bool RunGenerateMeshProceduralAsync ( GenerateMeshProcedural callback_generate, int mesh_render_flags = 0 ) #
Starts asynchronous generation of procedural mesh data. The callback_generate function is executed in a background thread and must create and fill a mesh object with new data. The generated mesh will be transferred to the object once complete, without blocking the main thread.
Note that the callback is executed in a single dedicated thread controlled by the engine, it is not parallelized and must not spawn additional threads.
Please note that procedural mesh modification directly affects streaming and memory usage (RAM, VRAM, and disk) depending on the selected procedural mode. For details, see the Procedural Mesh Workflow section.
Arguments
- GenerateMeshProcedural callback_generate -
Callback function responsible for creating and filling the source mesh. Executed in the main thread. The function must have the following signature:
void GenerateMeshProcedural(Mesh mesh)
- int mesh_render_flags - Optional usage flags for MeshRender.
Return value
true if the modification was completed and applied successfully, otherwise falsebool RunGenerateMeshProceduralAsync ( GenerateMeshProcedural callback_generate, DoneMeshProcedural callback_done, int mesh_render_flags = 0 ) #
Starts asynchronous generation of procedural mesh data. The callback_generate function is executed in a background thread and must create and fill a mesh object with new data. The generated mesh will be transferred to the object once complete, without blocking the main thread. After the mesh has been applied to the object, the optional callback_done will be called.
Note that the callback is executed in a single dedicated thread controlled by the engine, it is not parallelized and must not spawn additional threads.
Please note that procedural mesh modification directly affects streaming and memory usage (RAM, VRAM, and disk) depending on the selected procedural mode. For details, see the Procedural Mesh Workflow section.
Arguments
- GenerateMeshProcedural callback_generate -
Callback function responsible for creating and filling the source mesh. Executed in the main thread. The function must have the following signature:
void GenerateMeshProcedural(Mesh mesh)
- DoneMeshProcedural callback_done -
Optional callback executed after geometry has been fully applied. The function must have the following signature:
void DoneMeshProcedural()
- int mesh_render_flags - Optional usage flags for MeshRender.
Return value
true if the generation was completed and applied successfully, otherwise falsebool RunGenerateMeshProceduralForce ( GenerateMeshProcedural callback_generate, int mesh_render_flags = 0 ) #
Starts immediate (forced) generation of procedural mesh data. The callback_generate function is executed in the main thread and must create and fill a mesh object with new data. The generated mesh is applied to the object as soon as generation completes.
Please note that procedural mesh modification directly affects streaming and memory usage (RAM, VRAM, and disk) depending on the selected procedural mode. For details, see the Procedural Mesh Workflow section.
Arguments
- GenerateMeshProcedural callback_generate -
Callback function responsible for creating and filling the source mesh. Executed in the main thread. The function must have the following signature:
void GenerateMeshProcedural(Mesh mesh)
- int mesh_render_flags - Optional usage flags for MeshRender.
Return value
true if the generation was completed and applied successfully, otherwise falsebool RunGenerateMeshProceduralForce ( GenerateMeshProcedural callback_generate, DoneMeshProcedural callback_done, int mesh_render_flags = 0 ) #
Starts immediate (forced) generation of procedural mesh data. The callback_generate function is executed in the main thread and must create and fill a Mesh object with vertex data. Once the mesh is applied to the object, the optional callback_done is called on the main thread.
Please note that procedural mesh modification directly affects streaming and memory usage (RAM, VRAM, and disk) depending on the selected procedural mode. For details, see the Procedural Mesh Workflow section.
Arguments
- GenerateMeshProcedural callback_generate -
Callback function responsible for creating and filling the source mesh. Executed in the main thread. The function must have the following signature:
void GenerateMeshProcedural(Mesh mesh)
- DoneMeshProcedural callback_done -
Optional callback executed after geometry has been fully applied. The function must have the following signature:
void DoneMeshProcedural()
- int mesh_render_flags - Optional usage flags for MeshRender.
Return value
true if the generation was completed and applied successfully, otherwise falseThe information on this page is valid for UNIGINE 2.20 SDK.