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DecalMesh Class

Warning
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.
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.

Source code (UnigineScript)
#include <core/unigine.h>

int init() {
	
	DecalMesh decal_mesh;
	
	// create a mesh
	Mesh mesh = new Mesh();
	mesh.addBoxSurface("box_0", 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.setRadius(10.0f);
	decal_mesh.setMaterialPath("decal_base_0.mat");

	// set the name and position of the decal
	decal_mesh.setName("Mesh Decal");
    decal_mesh.setWorldPosition(vec3(0.0f, 0.0f, 5.0f));

	return 1;
}

DecalMesh Class

Members


static DecalMesh ( ) #

Constructor. Creates a new Mesh Decal.

static DecalMesh ( string path ) #

DecalMesh constructor. Creates a Mesh Decal with a base mesh loaded from the specified file.

Arguments

  • string path - Path to the base mesh file.

void setMeshPath ( string path ) #

Sets a new path to the source mesh for the current decal mesh. If the mesh is in the procedural mode, it will be reset.
Notice
The mesh should contain a single surface. In case if the mesh contains several surfaces, only the one with the 0 index will be used. Thus, the area of the decal will differ from the initial mesh.

Arguments

  • string path - New path to the source .mesh-file to be set.

string getMeshPath ( ) #

Returns the path to the source .mesh-file currently used as a base for the decal.

Return value

Path to the source .mesh-file.

static int type ( ) #

Returns a DecalMesh type identifier.

Return value

Type identifier.

MeshStatic getMeshInfo ( ) #

Returns the base mesh that stores data on mesh bounds, surfaces, their number, names, and bounds, but doesn't contain any geometry.
Notice
It's highly recommended NOT to edit the returned mesh.

Return value

A base static mesh used for the object.

MeshStatic getMeshForce ( ) #

Returns the base mesh used for the object. The returned static mesh won't be loaded to VRAM.
Notice
It's highly recommended NOT to edit the returned mesh.

Return value

A base static mesh used for the object.

MeshStatic getMeshAsync ( ) #

Returns the base mesh used for the object asynchronously. This function can be called if the mesh hasn't been loaded yet.
Notice
It's highly recommended NOT to edit the returned mesh.

Return value

A base static mesh used for the object.

MeshStatic getMeshForceVRAM ( ) #

Returns the base mesh used for the object and loads it to video memory (VRAM). At that, the static mesh will also be loaded to memory (RAM).
Notice
Loading to VRAM must be performed in the main thread only.

Return value

A base static mesh used for the object.

MeshStatic getMeshAsyncVRAM ( ) #

Returns the base mesh used for the object asynchronously and loads it to video memory (VRAM). At that, the static mesh will also be loaded to memory (RAM).
Notice
Loading to VRAM must be performed in the main thread only.

Return value

A base static mesh used for the object.

int 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).
Notice
Loading to VRAM must be performed in the main thread only.

Return value

1 if the mesh is loaded successfully, otherwise 0. If the mesh is already loaded to VRAM, 1 will be returned.

int 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

1 if the mesh is loaded successfully, otherwise 0. If the mesh is already loaded to RAM, 1 will be returned.

int loadForceVRAM ( ) #

Performs force-loading of the mesh to video memory (VRAM) immediately. The forced loading to VRAM is performed in the main thread.
Notice
Loading to VRAM must be performed in the main thread only.

Return value

1 if the mesh is loaded successfully, otherwise 0. If the mesh is already loaded to VRAM, 1 will be returned.

int loadForceRAM ( ) #

Performs force-loading of the mesh to memory (RAM) immediately.

Return value

1 if the mesh is loaded successfully, otherwise 0. If the mesh is already loaded to RAM, 1 will be returned.

int asyncCalculateNodes ( int surface ) #

Asynchronously calculates the mesh surface internal spatial tree used for quick calculation of collisions and intersections. This method is recommended for implementing your own prefetch system (i.e. asynchronous pre-loading of meshes to memory before they are used).

Arguments

  • int surface - Mesh surface number.

Return value

true if the internal tree is calculated successfully; otherwise, false.

int asyncCalculateEdges ( int surface ) #

Asynchronously calculates the edges of the mesh surface geometry. This method is recommended for implementing your own prefetch system (i.e. asynchronous pre-loading of meshes to memory before they are used).

Arguments

  • int surface - Mesh surface number.

Return value

true if the edges are calculated successfully; otherwise, false.

void setMeshProceduralMode ( int meshproceduralmode ) #

Sets a value indicating if the base mesh used for the object is procedural. A procedural mesh is a mesh created via code, such meshes have a specific streaming mode - they are always kept in memory after creation and never unloaded until the object is destroyed via code or the mesh returns to its normal mode (streaming from a source file). Changing of the base static mesh is possible only if it is in the procedural mode.

Arguments

  • int meshproceduralmode - 1 to switch the base mesh used for the object to procedural mode; otherwise, 0 - normal mode (the base mesh is streamed from a source file).

int isMeshProceduralMode ( ) #

Returns a value indicating if the base mesh used for the object is procedural. A procedural mesh is a mesh created via code, such meshes have a specific streaming mode - they are always kept in memory after creation and never unloaded until the object is destroyed via code or the mesh returns to its normal mode (streaming from a source file). Changing of the base static mesh is possible only if it is in the procedural mode.

Return value

1 if the base mesh used for the object is procedural; otherwise, 0 - normal mode (the base mesh is streamed from a source file).

int isMeshNull ( ) #

Returns a value indicating if the base mesh used for the object is null (does not exist, unassigned, not loaded, etc.).

Return value

1 if the base mesh used for the object is null; otherwise, 0.

int isMeshLoadedRAM ( ) #

Returns a value indicating if the base mesh used for the object is loaded to memory (RAM).

Return value

1 if the base mesh used for the object is loaded to RAM; otherwise, 0.

int isMeshLoadedVRAM ( ) #

Returns a value indicating if the base mesh used for the object is loaded to video memory (VRAM).

Return value

1 if the base mesh used for the object is loaded to VRAM; otherwise, 0.

void applyMeshProcedural ( Mesh mesh ) #

Sets the specified mesh as the source mesh for the object.

Arguments

  • Mesh mesh - Source mesh to be applied.

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.
Last update: 2023-06-02
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