Unigine.ObjectMeshClutter Class
Inherits from: | Object |
MeshClutter is used to scatter identical meshes (with the same material applied to their surfaces), as well as randomly scale and orient them. Scattered meshes are baked into one object, which allows for less cluttered spatial tree, reduces the number of texture fetches and speeds up rendering.
Meshes are rendered within a specified distance from the camera. Further than this distance, nodes fade out and then disappear completely.
You can use a mask to cut out clutter objects in the areas of intersection with other objects and decals (e.g. to remove vegetation under houses or from the surface of roads projected using decals).
Important Notes#
The number of clutter elements in each cell is determined by the clutter Size along X and Y axes, as well as by Density and Step values. Relationship between these values in internal calculations may result in an invisible clutter (generated with empty cells), when the calculated density for cells becomes lower than 1 (each cell will have "less than 1 element" - meaning no clutter elements at all). Please take it into account when setting these values.
Number of clutter cells is calculated using the following formulas:
num_cells_x = max(Math::ftoi(Math::ceil(clutter_size_x / step)), 1);
num_cells_y = max(Math::ftoi(Math::ceil(clutter_size_y / step)), 1);
The size of each cell along X and Y axes is calculated as follows:
cell_size_x = clutter_size_x / Math::itof(num_cells_x);
cell_size_y = clutter_size_y / Math::itof(num_cells_y);
And the resulting cell density:
cell_density = cell_size_x * cell_size_y * density;
Example:
The default Step and Density values for the clutter are equal to 1.0f. Setting clutter size along any of the axes to a non-integer value with a non-zero fractional part (e.g., 200.1) automatically increases the number of cells along the corresponding axis by 1 (e.g. 201 instead of 200). This results in a cell size < 1, which makes cell density drop below 1.
ObjectMeshClutter Class
Properties
int CutoutInverse#
int CutoutIntersectionMask#
- for decals use getIntersectionMask()
- for objects use getIntersectionMask()
int MaskInverse#
string MaskMeshName#
int MaskMaxValue#
int MaskMinValue#
int MaskFlipY#
int MaskFlipX#
string MaskImageName#
float Angle#
float Threshold#
float Density#
float Step#
float SizeX#
float SizeY#
int Seed#
int SpawnCount#
float FadeDistance#
float VisibleDistance#
bool Intersection#
bool Orientation#
bool Collision#
int TerrainMask#
string MeshPath#
bool IsMeshLoadedVRAM#
bool IsMeshLoadedRAM#
bool IsMeshNull#
bool MeshProceduralMode#
Members
ObjectMeshClutter ( string path ) #
ObjectMeshClutter constructor. Creates a clutter using the path to the source mesh provided.Arguments
- string path - Path to the source mesh file.
ObjectMeshClutter ( ) #
Default ObjectMeshClutter constructor. Creates an empty clutter.int SetMaskImage ( Image image, bool invalidate = 1 ) #
Sets an image (in R8 format) as a mask, that defines placement of meshes.Arguments
- Image image - Image instance.
- bool invalidate - Invalidate flag. Set true to invalidate all mesh clutter cells; otherwise, set false. All invalidated cells will be regenerated.
Return value
1 if the mask image is successfully set; otherwise, 0.int GetMaskImage ( Image image ) #
Writes the image that is currently used as a mask for placement of meshes to the given buffer.Arguments
- Image image - Image buffer to store a mask into.
Return value
1 if the mask image is successfully written into the buffer; otherwise, 0.void SetMaskImageName ( string image_name, bool invalidate = 1 ) #
Sets the path to a mask image (in R8 format) that defines the placement of meshes.Arguments
- string image_name - Path to the mask image.
- bool invalidate - Invalidate flag. Set true to invalidate all mesh clutter cells; otherwise, set false. All invalidated cells will be regenerated.
int SetMaskMesh ( Mesh mesh, bool invalidate = 1 ) #
Sets a mesh to be used as a mask on-the-fly. Limitations:- Before the method is called, another mesh must be set via setMaskMeshName() first.
- If the world is reloaded, the mesh set via setMaskMeshName() will be loaded.
- If the memory limit is exceeded, the new mesh might be replaced with the mesh set via setMaskMeshName().
Arguments
- Mesh mesh - Mesh instance.
- bool invalidate - Invalidate flag. Set true to invalidate all mesh clutter cells; otherwise, set false. All invalidated cells will be regenerated.
Return value
1 if the mesh is set successfully; otherwise - 0.int GetMaskMesh ( Mesh mesh ) #
Copies the current mask mesh (if it exists) to the specified target mesh.Arguments
- Mesh mesh - Mesh instance to copy the current mask mesh to.
Return value
1 if mesh mask exists; otherwise - 0.void SetMaskMeshName ( string mesh_name, bool invalidate = 1 ) #
Sets a mesh to be used as a mask for the mesh clutter. This mesh should be plane.Arguments
- string mesh_name - Path to the *.mesh file.
- bool invalidate - Invalidate flag. Set true to invalidate all mesh clutter cells; otherwise, set false. All invalidated cells will be regenerated.
void CreateClutterTransforms ( ) #
Creates transformations for all clutter meshes.void SetMaxScale ( float mean, float spread ) #
Sets the scale for meshes in the areas with high density (according to the mask). With the minimum scale it is possible to automatically render, for example, big trees in the center of the forest. A spread value allows you to control the range of scales relative to the mean value.Arguments
- float mean - Scale mean value.
- float spread - Maximum spread value to randomly upscale or downscale objects.
float GetMaxScaleMean ( ) #
Returns the scale mean value for meshes in the areas with high density (according to the mask).Return value
Scale mean value.float GetMaxScaleSpread ( ) #
Returns the scale spread value that controls the range of mesh scales in the areas with high density (according to the mask).Return value
Scale spread value.void SetMeshesRotation ( vec3 mean, vec3 spread ) #
Sets the parameters of pseudo-random rotation of meshes along X, Y and Z axes.Arguments
- vec3 mean - Mean values of meshes rotation angles, in degrees.
- vec3 spread - Maximum spread values of meshes rotation angles, in degrees.
vec3 GetMeshesRotationMean ( ) #
Returns the vector of mean values of meshes rotation along X, Y and Z axes.Return value
Mean values of meshes rotation angles, in degrees.vec3 GetMeshesRotationSpread ( ) #
Returns the vector of spread values of meshes rotation along X, Y and Z axes.Return value
Maximum spread values of meshes rotation angles, in degrees.void SetMinScale ( float mean, float spread ) #
Sets the scale for meshes in the areas with low density (according to the mask). With the minimum scale it is possible to automatically render, for example, small trees at the forest border. A spread value allows you to control the range of scales relative to the mean value.Arguments
- float mean - Scale mean value.
- float spread - Maximum spread value to randomly upscale or downscale objects.
float GetMinScaleMean ( ) #
Returns the scale mean value for meshes in the areas with low density (according to the mask).Return value
Scale mean value.float GetMinScaleSpread ( ) #
Returns the scale spread value that controls the range of mesh scales in the areas with low density (according to the mask).Return value
Scale spread value.void SetOffset ( float mean, float spread ) #
Sets the vertical offset that determines the placement of meshes above or below the surface.Arguments
- float mean - Mean value of the offset in units.
- float spread - Spread value of the offset in units.
float GetOffsetMean ( ) #
Returns the current mean value of the vertical offset that determines the placement of meshes above or below the surface.Return value
Mean value of the offset in units.float GetOffsetSpread ( ) #
Returns the current spread value of the vertical offset that determines the placement of meshes above or below the surface.Return value
Spread value of the offset in units.bool ApplyMeshProcedural ( Mesh mesh ) #
Sets the specified mesh as the source mesh for the object. The object must be in the procedural mesh mode.ObjectMeshClutter my_mesh_clutter;
// ...
// switch the object to procedural mesh mode
my_mesh_clutter.MeshProceduralMode = true;
// update the source mesh of the "my_mesh_clutter" object via the source_mesh instance
my_mesh_clutter.ApplyMeshProcedural(source_mesh);
Arguments
- Mesh mesh - Mesh to be applied.
void Invalidate ( ) #
Invalidates all mesh clutter cells. All invalidated cells will be regenerated.void Invalidate ( WorldBoundBox bounds ) #
Invalidates all mesh clutter cells within the area specified by the given bounding box. All invalidated cells will be regenerated.Arguments
- WorldBoundBox bounds - Bounding box, defining the area, where mesh clutter cells will be regenerated.
static int type ( ) #
Returns the node type.Return value
Node type identifier.void ClearClutterExcludes ( ) #
Restores all cells removed by the calls to the setClutterExclude() method. Restored cells will be regenerated.void SetClutterExclude ( WorldBoundBox bounds, int exclude ) #
Removes all cells within the area specified by the given bounding box. Generation of these cells will be skipped. This method can be used to replace some parts of the clutter with modified meshes (e.g., broken trees within the area around the shell crater in the forest).Arguments
- WorldBoundBox bounds - Bounding box, defining the area, where mesh clutter cells will not be generated.
- int exclude - Exclude flag. Set 1 to remove all mesh clutter cells within the area; otherwise, set 0 to restore the removed ones. Restored cells will be regenerated.
bool GetClutterTransforms ( WorldBoundBox bounds, mat4[] OUT_transforms, bool precise = 1, bool force = 1 ) #
Collects transformations for all clutter meshes in the generated cells 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 clutter meshes are to be collected.
- mat4[]
OUT_transforms - Buffer to store transformations of clutter meshes.This output buffer is to be filled by the Engine as a result of executing the method.
- bool precise - Precision flag:
- 1 - transformations will be collected for clutter meshes within the specified bounding box
- 0 - transformations will be collected for clutter meshes within the cells intersected by the specified bounding box
- bool force - Force flag.
- 1 - regenerate all cells within the area, that were not generated, before collecting transformations for the meshes inside them.
- 0 - transformations will be collected only for the meshes inside the clutter cells, that were generated.
Return value
1, if there are transformations of clutter meshes; or 0, if there are no transformations of clutter meshes found.bool GetClutterTransforms ( mat4[] OUT_transforms ) #
Collects transformations for all clutter meshes within the generated cells and puts them to the specified buffer.Arguments
- mat4[]
OUT_transforms - Buffer to store transformations of clutter meshes.This output buffer is to be filled by the Engine as a result of executing the method.
Return value
1, if there are transformations of clutter meshes; or 0, if there are no transformations of clutter meshes found.bool GetClutterWorldTransforms ( WorldBoundBox bounds, mat4[] OUT_transforms, bool precise = 1, bool force = 1 ) #
Collects transformations (in world coordinates) for all clutter meshes in the generated cells 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 clutter meshes are to be collected.
- mat4[]
OUT_transforms - Buffer to store transformations of clutter meshes, in world coordinates.This output buffer is to be filled by the Engine as a result of executing the method.
- bool precise - Precision flag:
- 1 - transformations will be collected for clutter meshes within the specified bounding box
- 0 - transformations will be collected for clutter meshes within the cells intersected by the specified bounding box
- bool force - Force flag.
- 1 - regenerate all cells within the area, that were not generated, before collecting transformations for the meshes inside them.
- 0 - transformations will be collected only for the meshes inside the clutter cells, that were generated.
Return value
1, if there are transformations of clutter meshes; or 0, if there are no transformations of clutter meshes found.bool GetClutterWorldTransforms ( mat4[] OUT_transforms ) #
Collects transformations (in world coordinates) for all clutter meshes within the generated cells and puts them to the specified buffer.Arguments
- mat4[]
OUT_transforms - Buffer to store transformations of clutter meshes, in world coordinates.This output buffer is to be filled by the Engine as a result of executing the method.
Return value
1, if there are transformations of clutter meshes; or 0, if there are no transformations of clutter meshes found.int GetClutterLocalTransforms ( BoundBox bounds, mat4[] OUT_transforms, int precise = 1, int force = 1 ) #
Collects transformations (in local coordinates) for all clutter meshes within the generated cells and puts them to the specified buffer.Arguments
- BoundBox bounds - Bounding box, defining the area, for which the transformations of clutter meshes are to be collected.
- mat4[]
OUT_transforms - Buffer to store transformations of clutter meshes, in local coordinates.This output buffer is to be filled by the Engine as a result of executing the method.
- int precise - Precision flag:
- 1 - transformations will be collected for clutter meshes within the specified bounding box
- 0 - transformations will be collected for clutter meshes within the cells intersected by the specified bounding box
- int force - Force flag.
- 1 - regenerate all cells within the area, that were not generated, before collecting transformations for the meshes inside them.
- 0 - transformations will be collected only for the meshes inside the clutter cells, that were generated.
Return value
1, if there are transformations of clutter meshes; or 0, if there are no transformations of clutter meshes found.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 GetMeshProceduralRAM ( ) #
Returns the procedural source mesh used for the object and loads it to memory (RAM) using the specific streaming mode for procedural meshes. 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 static mesh is possible only if it is in the procedural mode.Return value
A procedural source mesh used for the object.MeshRender GetMeshProceduralVRAM ( ) #
Returns the procedural render mesh used for the object and loads it to video memory (VRAM) using the specific streaming mode for procedural meshes. 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 static mesh is possible only if it is in the procedural mode.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.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.bool 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.bool 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.