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
Members
static 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.
static ObjectMeshClutter ( ) #
Default ObjectMeshClutter constructor. Creates an empty clutter.void setAngle ( float angle ) #
Sets the angle cosine that defines the slope steepness appropriate for positioning meshes.Arguments
- float angle - Slope angle cosine. The provided value will be clipped in range [0;1].
float getAngle ( ) #
Returns the current angle cosine that defines the slope steepness appropriate for positioning meshes.Return value
Slope angle cosine.void setCollision ( bool collision ) #
Sets a value indicating if collisions with the object should be taken into account.Arguments
- bool collision - true to take collisions into account and make the object important for physics; false to allow collisions only with already generated geometry.
bool getCollision ( ) #
Returns a value indicating if collisions with the object should be taken into account.Return value
1 if collisions are taken into account; 0 if collisions are allowed only with already generated geometry.void setDensity ( float density ) #
Sets the density factor that defines the number of meshes per square unit.Arguments
- float density - Density factor. If a negative value is provided, 0 will be used instead.
float getDensity ( ) #
Returns the current density factor that defines the number of meshes per square unit.Return value
Density factor.void setFadeDistance ( float distance ) #
Sets the distance up to which meshes scattered by the mesh clutter will be fading out (that is, fewer meshes will be rendered instead of all). The distance is measured starting from the visible distance.Arguments
- float distance - Distance of fading for meshes in units. If a negative value is provided, 0 will be used instead.
float getFadeDistance ( ) #
Returns the current distance up to which meshes scattered by the mesh clutter are fading out (that is, fewer meshes will be rendered instead of all). The distance is measured starting from the visible distance.Return value
Distance of nodes fading in units.void setIntersection ( bool intersection ) #
Sets a value indicating whether meshes should be scattered upon the ground (along its relief): either the terrain or a mesh set as a parent node.Arguments
- bool intersection - Positive number to enable intersection; 0 to disable.
bool getIntersection ( ) #
Returns a value indicating whether meshes are scattered upon the ground (along its relief): either the terrain or a mesh set as a parent node.Return value
1 if intersection is enabled; otherwise, 0.void setMaskFlipX ( int value ) #
Flip the mask by X axis.Arguments
- int value - Positive value to flip the mask; otherwise, 0.
int getMaskFlipX ( ) #
Returns a flag indicating if a mask is flipped by X axis.Return value
Positive value if the mask is flipped; otherwise, 0.void setMaskFlipY ( int value ) #
Flip the mask by Y axis.Arguments
- int value - Positive value to flip the mask; otherwise, 0.
int getMaskFlipY ( ) #
Returns a flag indicating if a mask is flipped by Y axis.Return value
Positive value if the mask is flipped; otherwise, 0.int setMaskImage ( Image image, int invalidate = 1 ) #
Sets an image (in R8 format) as a mask, that defines placement of meshes.Arguments
- Image image - Image instance.
- int invalidate - Invalidate flag. Set 1 to invalidate all mesh clutter cells; otherwise, set 0. 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, int 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.
- int invalidate - Invalidate flag. Set 1 to invalidate all mesh clutter cells; otherwise, set 0. All invalidated cells will be regenerated.
void setMaskImageName ( string name ) #
Sets the path to a mask image (in R8 format) that defines the placement of meshes.Arguments
- string name - Path to the mask image (in R8 format).
string getMaskImageName ( ) #
Returns the path to a mask image (in R8 format) that defines the placement of meshes.Return value
Path to the mask image.void setMaskInverse ( int inverse ) #
Specifies if clutter meshes should be rendered inside or outside the mask mesh contour.Arguments
- int inverse - 0 to render clutter meshes inside the mask mesh contour; 1 to render them outside.
int getMaskInverse ( ) #
Returns a flag indicating if clutter meshes are rendered inside or outside the mask mesh contour.Return value
0 if clutter meshes are rendered inside the mask mesh contour; 1 if outside.void setMaskMaxValue ( int value ) #
Sets the maximum value of the mask application range.Arguments
- int value - Maximum mask value, [0;255].
int getMaskMaxValue ( ) #
Returns the maximum value of the mask application range.Return value
Maximum mask value.int setMaskMesh ( Mesh mesh, int 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.
- int invalidate - Invalidate flag. Set 1 to invalidate all mesh clutter cells; otherwise, set 0. 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, int 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.
- int invalidate - Invalidate flag. Set 1 to invalidate all mesh clutter cells; otherwise, set 0. All invalidated cells will be regenerated.
void setMaskMeshName ( string name ) #
Sets a mesh to be used as a mask for the mesh clutter. This mesh should be plane.Arguments
- string name - Path to the *.mesh file.
void createClutterTransforms ( ) #
Creates transformations for all clutter meshes.string getMaskMeshName ( ) #
Returns the name (path) of the current mesh used as a mask for the mesh clutter. This mesh should be plane.Return value
Path to the *.mesh file.void setMaskMinValue ( int value ) #
Sets the minimum value of the mask application range.Arguments
- int value - Minimum mask value, [0;255].
int getMaskMinValue ( ) #
Returns the minimum value of the mask application range.Return value
Minimum mask value.void setTerrainMask ( int mask ) #
Sets a new Landscape Terrain mask to be used to define placement of meshes.Arguments
- int mask - Index of Landscape Terrain mask to be used to define placement of meshes, in the [0; 19] range.
int getTerrainMask ( ) #
Returns the index of the Landscape Terrain mask currently used to define placement of meshes.Return value
Index of the Landscape Terrain mask currently used to define placement of meshes, in the [0; 19] range.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 setMeshPath ( string path ) #
Sets a path to the mesh scattered by the mesh clutter. Does not update mesh immediately using the new path. 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 of the mesh scattered by mesh clutter.Return value
Path to the source .mesh-file.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.void setOrientation ( bool orientation ) #
Sets a value indicating whether meshes should be oriented along the normals of the ground (either the terrain or a mesh set as a parent node).Arguments
- bool orientation - Positive number to enable orientation; 0 to disable.
bool getOrientation ( ) #
Returns a value indicating whether meshes are oriented along the normals of the ground (either the terrain or a mesh set as a parent node).Return value
1 if orientation is enabled; otherwise, 0.void setSeed ( int seed ) #
Sets the seed for pseudo-random positioning of meshes.Arguments
- int seed - Number used to initialize a pseudo-random sequence. If a negative value is provided, 0 will be used instead.
int getSeed ( ) #
Returns the seed used for pseudo-random positioning of meshes.Return value
Number used to initialize a pseudo-random sequence.void setSizeX ( float sizex ) #
Sets the width of the mesh clutter along the X-coordinate.Arguments
- float sizex - X-coordinate width in units. If a negative value is provided, 0 will be used instead.
float getSizeX ( ) #
Returns the current width of the mesh clutter along the X-coordinate.Return value
X-coordinate width in units.void setSizeY ( float sizey ) #
Sets the length of the mesh clutter along the Y-coordinate.Arguments
- float sizey - Y-coordinate length in units. If a negative value is provided, 0 will be used instead.
float getSizeY ( ) #
Returns the current length of the mesh clutter along the Y-coordinate.Return value
Y-coordinate length in units.int getSpawnCount ( ) #
Returns the number of cells to be generated.Return value
Number of cells to be generated if the scene generation is not completed; otherwise, 0.void setStep ( float step ) #
Sets the step for cells used to render mesh clutter.Arguments
- float step - Step for clutter cells in units.
float getStep ( ) #
Returns the step for cells used to render meshes scattered by the mesh clutter.Return value
Step for clutter cells in units.void setThreshold ( float threshold ) #
Sets the density threshold (for a mask) starting from which meshes are rendered if placed dense enough.Arguments
- float threshold - Density threshold. The provided value will be clipped in range [0;1].
float getThreshold ( ) #
Returns the current density threshold (for a mask) starting from which meshes are rendered if placed dense enough.Return value
Density threshold.void setVisibleDistance ( float distance ) #
Sets the distance up to which meshes scattered by the mesh clutter will be rendered.Arguments
- float distance - Distance of visibility for meshes in units. If a negative value is provided, 0 will be used instead.
float getVisibleDistance ( ) #
Returns the current distance up to which meshes scattered by the mesh clutter are rendered.Return value
Distance of visibility for meshes in units.int applyMeshProcedural ( Mesh mesh ) #
Sets the specified mesh as the source mesh for the object. The object must be in the procedural mesh mode.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.
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.
void setCutoutIntersectionMask ( int mask ) #
Sets a new cutout intersection mask. This mask allows you to cut out clutter objects in the areas of intersection with other objects and decals (e.g. can be used to remove vegetation under houses or from the surface of roads projected using decals). Clutter objects will be cut out by objects and decals that have their intersection mask matching this one (one bit at least).- for decals use getIntersectionMask()
- for objects use getIntersectionMask()
Arguments
- int mask - Integer, each bit of which is a mask.
int getCutoutIntersectionMask ( ) #
Returns the current cutout intersection mask. This mask allows you to cut out clutter objects in the areas of intersection with other objects and decals (e.g. can be used to remove vegetation under houses or from the surface of roads projected using decals). Clutter objects will be cut out by objects and decals that have their intersection mask matching this one (one bit at least).- for decals use getIntersectionMask()
- for objects use getIntersectionMask()
Return value
Integer, each bit of which is a mask.void setCutoutInverse ( int inverse ) #
Sets a value indicating whether the clutter objects should be rendered inside or outside the areas determined by the cutout intersection mask.Arguments
- int inverse - 0 to render clutter objects outside the areas determined by the cutout intersection mask; 1 to render the clutter objects inside these areas.
int getCutoutInverse ( ) #
Returns a value indicating if the clutter objects is rendered inside or outside the areas determined by the cutout intersection mask.Return value
0 if clutter objects are rendered outside the areas determined by the cutout intersection mask; 1 if inside.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.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.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 source 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 static mesh is possible only if it is in the procedural mode.Arguments
- int meshproceduralmode - 1 to switch the source mesh used for the object to procedural mode; otherwise, 0 - normal mode (the source mesh is streamed from a source file).
int isMeshProceduralMode ( ) #
Returns a value indicating if the source 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 static mesh is possible only if it is in the procedural mode.Return value
1 if the source mesh used for the object is procedural; otherwise, 0 - normal mode (the source mesh is streamed from a source file).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.The information on this page is valid for UNIGINE 2.20 SDK.