Unigine.ObjectMeshCluster Class
Inherits from: | Object |
A MeshCluster class allows you to bake identical meshes (with the same material applied to their surfaces) into one object, which provides less cluttered spatial tree, reduces the number of texture fetches and speeds up rendering.
Meshes are rendered within a specified visibility distance from the camera. When moving away from this distance, meshes fade out and then disappear completely.
See Also#
A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/objects/ folder:
ObjectMeshCluster Class
Properties
int NumMeshes#
float FadeDistance#
float VisibleDistance#
string MeshPath#
bool IsMeshLoadedVRAM#
bool IsMeshLoadedRAM#
bool IsMeshNull#
ObjectMeshStatic.PROCEDURAL_MODE MeshProceduralMode#
bool IsMeshProceduralDynamic#
bool IsMeshProceduralActive#
bool IsMeshProceduralDone#
Members
ObjectMeshCluster ( string path ) #
ObjectMeshCluster constructor. Creates a mesh cluster with a source mesh loaded from the specified file.Arguments
- string path - Path to the source mesh file.
ObjectMeshCluster ( ) #
ObjectMeshCluster constructor. Creates an empty mesh clusterint AddMeshTransform ( ) #
Adds a new mesh instance transformation to the Mesh Cluster. To set the new added transformation pass the return value of this method to the setMeshTransform() method.Return value
Number of the last added mesh instance.void SetMeshTransform ( int num, mat4 transform ) #
Sets the transformation for the given mesh instance.Arguments
- int num - Mesh instance number.
- mat4 transform - Mesh transformation matrix.
mat4 GetMeshTransform ( int num ) #
Returns the transformation of the given mesh instance.Arguments
- int num - Mesh instance number.
Return value
Mesh transformation matrix.void RemoveMeshTransform ( int num ) #
Removes the transformation of the specified mesh instance from the cluster.Arguments
- int num - Mesh instance number.
void RemoveMeshTransformFast ( int num ) #
Removes the transformation of the specified mesh instance from the cluster.Arguments
- int num - Mesh instance number.
void ClearMeshes ( ) #
Deletes all meshes currently baked into mesh cluster.void CreateMeshes ( mat4[] world_transforms ) #
Creates meshes in accordance with the transformations vector (world coordinates) and bakes them into the cluster. All baked meshes are identical to the source mesh and have the same material applied to their surfaces.Arguments
- mat4[] world_transforms - Transformations vector in world coordinates.
void AppendMeshes ( mat4[] world_transforms ) #
Appends new meshes with transformations stored in the specified vector (world coordinates) and bakes them into the cluster. All baked meshes are identical to the source mesh and have the same material applied to their surfaces.Arguments
- mat4[] world_transforms - Transformations vector in world coordinates.
static int type ( ) #
Returns the type of the node.Return value
Node type identifier.bool RemoveClusterTransforms ( WorldBoundBox bb ) #
Removes cluster meshes, found within the specified bounding box, from the cluster.Arguments
- WorldBoundBox bb - Bounding box defining the area, within which the cluster meshes are to be removed from the cluster.
Return value
true if cluster meshes, found within the specified bounding box are successfully removed; otherwise, false.bool RemoveClusterTransformsFromSphere ( WorldBoundSphere bb ) #
Removes cluster meshes, found within the specified bounding sphere, from the cluster.Arguments
- WorldBoundSphere bb - Bounding sphere defining the area, for which the transformations of cluster meshes are to be collected.
Return value
true if cluster meshes, found within the specified bounding sphere are successfully removed; otherwise, false.bool DetachClusterTransforms ( WorldBoundBox bb, mat4[] OUT_transforms ) #
Detaches cluster meshes found within the area specified by the given bounding box from the cluster and puts their transformations (local coordinates) to the specified buffer.Arguments
- WorldBoundBox bb - Bounding box defining the area, within which the cluster meshes are to be detached from the cluster.
- mat4[]
OUT_transforms - Buffer to store transformations of detached cluster meshes.NoticeThis output buffer is to be filled by the Engine as a result of executing the method.
Return value
true if cluster meshes have been detached from the cluster; otherwise false.bool DetachClusterWorldTransforms ( WorldBoundBox bb, mat4[] OUT_transforms ) #
Detaches cluster meshes found within the area specified by the given bounding box from the cluster and puts their transformations (world coordinates) to the specified buffer.Arguments
- WorldBoundBox bb - Bounding box defining the area, within which the cluster meshes are to be detached from the cluster.
- mat4[]
OUT_transforms - Buffer to store transformations of detached cluster meshes.NoticeThis output buffer is to be filled by the Engine as a result of executing the method.
Return value
true if cluster meshes have been detached from the cluster; otherwise false.bool DetachClusterWorldTransformsFromSphere ( WorldBoundSphere bb, mat4[] OUT_transforms ) #
Detaches cluster meshes found within the area specified by the given bounding box from the cluster and puts their transformations (world coordinates) to the specified buffer.Arguments
- WorldBoundSphere bb - Bounding sphere defining the area, for which the transformations of cluster meshes are to be collected.
- mat4[]
OUT_transforms - Buffer to store transformations of cluster meshes, in world coordinates.NoticeThis output buffer is to be filled by the Engine as a result of executing the method.
Return value
true if cluster meshes have been detached from the cluster; otherwise false.bool GetClusterTransforms ( WorldBoundBox bounds, mat4[] OUT_transforms ) #
Collects transformations (local coordinates) for all cluster meshes within the area specified by the given bounding box and puts them to the specified buffer.Arguments
- WorldBoundBox bounds - Bounding box defining the area, for which the transformations of cluster meshes are to be collected.
- mat4[]
OUT_transforms - Buffer to store transformations of cluster meshes.NoticeThis output buffer is to be filled by the Engine as a result of executing the method.
Return value
true, if there are transformations of cluster meshes; or false, if there are no transformations of cluster meshes found.bool GetClusterWorldTransforms ( WorldBoundBox bounds, mat4[] OUT_transforms ) #
Collects transformations (world coordinates) for all cluster meshes within the area specified by the given bounding box and puts them to the specified buffer.Arguments
- WorldBoundBox bounds - Bounding box defining the area, for which the transformations of cluster meshes are to be collected.
- mat4[]
OUT_transforms - Buffer to store transformations of cluster meshes, in world coordinates.NoticeThis output buffer is to be filled by the Engine as a result of executing the method.
Return value
true, if there are transformations of cluster meshes; or false, if there are no transformations of cluster meshes within the specified area.bool GetClusterWorldTransformsFromSphere ( WorldBoundSphere bounds, mat4[] OUT_transforms ) #
Collects transformations (world coordinates) for all cluster meshes within the area specified by the given bounding sphere and puts them to the specified buffer.Arguments
- WorldBoundSphere bounds - Bounding sphere defining the area, for which the transformations of cluster meshes are to be collected.
- mat4[]
OUT_transforms - Buffer to store transformations of cluster meshes, in world coordinates.NoticeThis output buffer is to be filled by the Engine as a result of executing the method.
Return value
true, if there are transformations of cluster meshes; or false, if there are no transformations of cluster meshes within the specified area.bool GetInstancesFromSphere ( WorldBoundSphere bb, int[] OUT_instances ) #
Returns the indices of instances inside the bounding sphere.Arguments
- WorldBoundSphere bb - Bounding sphere defining the area within which instances are to be collected.
- int[]
OUT_instances - Vector containing instance indices.NoticeThis output buffer is to be filled by the Engine as a result of executing the method.
Return value
true, if there is at least one instance inside the bounding sphere; or false.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.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.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.
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.