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
Members
static 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
static ObjectGuiMesh ( ) #
Constructor. Creates a new Gui Mesh object.void setControlDistance ( float distance ) #
Sets a distance at which the GUI becomes controllable.Arguments
- float distance - New distance in units. If a negative value is provided, 0 will be used instead.
float getControlDistance ( ) #
Returns the distance at which the GUI becomes controllable.Return value
Distance in units.Gui getGui ( ) #
Returns a Gui instance associated with the object. This function is used when assigning a widget to the GUI mesh.Return value
GUI associated with the object.void setMeshPath ( string path ) #
Sets a new path to the source mesh for the Gui Mesh object. If the mesh is in the procedural mode, it will be reset.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 for the Gui Mesh object.Return value
Path to the source .mesh-file.void setMouse ( Vec3 p0, Vec3 p1, int mouse_buttons, int 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.
- 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 isMouseShow ( ) #
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.void setBackground ( int background ) #
Sets a value indicating if the GUI background (black screen) should be rendered.Arguments
- int background - 1 to render GUI background, 0 to keep it transparent.
int isBackground ( ) #
Returns a value indicating if GUI background (black screen) is rendered.Return value
1 if background is rendered; otherwise, 0.int getScreenHeight ( ) #
Returns the screen height of the mesh GUI object.Return value
Height in pixels.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.
int getScreenWidth ( ) #
Returns the screen width of the mesh GUI object.Return value
Width in pixels.ConstMesh 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.ConstMesh 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.ConstMesh 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.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).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 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.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.void setMeshProceduralMode ( int 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
- int 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 getMeshProceduralMode ( ) #
Returns a value indicating which procedural mode assigned to the mesh. The value corresponds to one of the available PROCEDURAL_MODE types, determining 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.
Return value
Current procedural mode of the mesh.int isMeshNull ( ) #
Returns a value indicating if the source mesh used for the object is null (does not exist, unassigned, not loaded, etc.).Return value
1 if the source mesh used for the object is null; otherwise, 0.int isMeshLoadedRAM ( ) #
Returns a value indicating if the source mesh used for the object is loaded to memory (RAM).Return value
1 if the source mesh used for the object is loaded to RAM; otherwise, 0.int isMeshLoadedVRAM ( ) #
Returns a value indicating if the source mesh used for the object is loaded to video memory (VRAM).Return value
1 if the source mesh used for the object is loaded to VRAM; otherwise, 0.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.int 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.int applyCopyMeshProceduralForce ( ConstMesh 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
- ConstMesh 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.int 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.int applyCopyMeshProceduralAsync ( ConstMesh 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
- ConstMesh 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.int 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.
int 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.int 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 falseint 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 falseint 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 falseint 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.