Unigine.ObjectGuiMesh Class
Inherits from: | 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
Properties
int ScreenHeight#
int ScreenWidth#
float ControlDistance#
int MouseMode#
bool MouseShow#
bool Background#
Gui Gui#
string MeshPath#
bool IsMeshLoadedVRAM#
bool IsMeshLoadedRAM#
bool IsMeshNull#
ObjectMeshStatic.PROCEDURAL_MODE MeshProceduralMode#
bool IsMeshProceduralDynamic#
bool IsMeshProceduralActive#
bool IsMeshProceduralDone#
Members
ObjectGuiMesh ( string mesh_path, string name = 0 ) #
An ObjectGuiMesh constructor. The Gui Mesh will be created on the basis of the mesh loaded from the specified path.Arguments
- string mesh_path - Path to the source .mesh-file used for the object
- string name
ObjectGuiMesh ( ) #
Constructor. Creates a new Gui Mesh object.void SetMouse ( vec3 p0, vec3 p1, int mouse_buttons, bool mouse_show ) #
Sets mouse cursor position in the virtual control mode.Arguments
- 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.
- 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_buttons - Mouse button status. Set 1 to indicate that the button is clicked; otherwise, 0.
- bool mouse_show - Mouse cursor status. Set 1 to show mouse cursor; otherwise, 0.
void SetScreenSize ( int width, int height ) #
Sets screen dimensions of the mesh GUI object.Arguments
- int width - New width in pixels. If a negative value is provided, 0 will be used instead.
- int height - New height in pixels. If a negative value is provided, 0 will be used instead.
static int type ( ) #
Returns the type identifier of ObjectMeshStatic.Return value
ObjectMeshStatic 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 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.
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.