Unigine.ObjectMeshDynamic Class
Inherits from: | Object |
This class is used to procedurally create dynamic meshes (i.e. triangles), lines, or points and modify them in runtime. You can also load an existing mesh as a dynamic one to modify it.
See Also#
- Article on ObjectMeshDynamic class usage examples
- A C++ API sample <UnigineSDK>/source/samples/Api/Nodes/Objects
- A C# API sample located in the <UnigineSDK>/source/csharp/samples/Api/Nodes/Objects folder
- A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/objects/ folder:
ObjectMeshDynamic Class
Properties
int NumIndices#
int NumVertex#
string MeshName#
float UpdateDistanceLimit#
int FPSInvisible#
int FPSVisibleShadow#
int FPSVisibleCamera#
bool IsUniqueMesh#
bool IsUsageShared#
Members
ObjectMeshDynamic ( Mesh mesh, int flags = 0 ) #
ObjectMeshDynamic constructor.The USAGE_IMMUTABLE_VERTEX flag cannot be used together with USAGE_DYNAMIC_VERTEX flag.
The USAGE_IMMUTABLE_INDICES flag cannot be used together with USAGE_DYNAMIC_INDICES flag.
USAGE_MISC_SHARED can be used only together with USAGE_IMMUTABLE_ALL.
Arguments
- Mesh mesh - Mesh instance.
- int flags - Dynamic flag: one of the USAGE_DYNAMIC_* or USAGE_IMMUTABLE_*.
ObjectMeshDynamic ( int flags = 0 ) #
ObjectMeshDynamic constructor.The USAGE_IMMUTABLE_VERTEX flag cannot be used together with USAGE_DYNAMIC_VERTEX flag.
The USAGE_IMMUTABLE_INDICES flag cannot be used together with USAGE_DYNAMIC_INDICES flag.
USAGE_MISC_SHARED can be used only together with USAGE_IMMUTABLE_ALL.
Arguments
- int flags - Dynamic flag: one of the USAGE_DYNAMIC_* or USAGE_IMMUTABLE_*.
ObjectMeshDynamic ( string path, int flags = 0 ) #
ObjectMeshDynamic constructor.The USAGE_IMMUTABLE_VERTEX flag cannot be used together with USAGE_DYNAMIC_VERTEX flag.
The USAGE_IMMUTABLE_INDICES flag cannot be used together with USAGE_DYNAMIC_INDICES flag.
USAGE_MISC_SHARED can be used only together with USAGE_IMMUTABLE_ALL.
Arguments
- string path - Path to the mesh file.
- int flags - Dynamic flag: one of the USAGE_DYNAMIC_* or USAGE_IMMUTABLE_*.
void SetBoundBox ( BoundBox bb ) #
Sets a bounding box of a specified size for a given dynamic mesh surface.Arguments
- BoundBox bb - Bounding box.
void SetBoundBox ( BoundBox bb, int surface ) #
Sets a bounding box of a specified size for a given dynamic mesh surface.Arguments
- BoundBox bb - Bounding box.
- int surface - Surface number in range from 0 to the total number of dynamic mesh surfaces.
void SetColor ( int num, vec4 color ) #
Updates the color of a given vertex.Arguments
- int num - Vertex number in range from 0 to the total number of mesh vertices.
- vec4 color - Color.
vec4 GetColor ( int num ) #
Returns the color of a given vertex.Arguments
- int num - Vertex number in range from 0 to the total number of mesh vertices.
Return value
Color.void SetIndex ( int num, int index ) #
Updates an index in the index buffer (replaces the index with the given number with the specified index of the vertex).Arguments
- int num - Index number in the index buffer.
- int index - Vertex index in the index buffer to set.
int GetIndex ( int num ) #
Returns the index of the vertex by the index number.Arguments
- int num - Index number in the index buffer.
Return value
Vertex index in the index buffer.int SetMesh ( Mesh mesh ) #
Allows for reinitialization of the ObjectMeshDynamic: it copies a given mesh into the current dynamic mesh. For example, you can copy a mesh into another one as follows:// create ObjectMeshDynamic instances
ObjectMeshDynamic dynamicMesh = new ObjectMeshDynamic();
ObjectMeshDynamic dynamicMesh_2 = new ObjectMeshDynamic();
// create a Mesh instance
Mesh firstMesh = new Mesh();
// get the mesh of the ObjectMeshDynamic and copy it to the Mesh class instance
dynamicMesh.GetMesh(firstMesh);
// put the firstMesh mesh to the dynamicMesh_2 instance
dynamicMesh_2.SetMesh(firstMesh);
Arguments
- Mesh mesh - Mesh.
Return value
1 if the mesh is copied successfully; otherwise, 0.int GetMesh ( Mesh mesh ) #
Copies the current dynamic mesh into the received mesh. For example, you can obtain geometry of the dynamic mesh and then change it:// a dynamic mesh from which geometry will be obtained
Mesh mesh_0 = new Mesh("box.mesh");
ObjectMeshDynamic dynamicMesh = new ObjectMeshDynamic(mesh_0);
// create a new mesh
Mesh mesh_1 = new Mesh();
// copy geometry to the Mesh instance
if(dynamicMesh.GetMesh(mesh_1) == 1) {
// do something with the obtained mesh
} else {
Log.Error("Failed to copy a mesh\n");
}
Arguments
- Mesh mesh - Mesh.
Return value
1 if the mesh is copied successfully; otherwise, 0.vec3 GetNormal ( int num ) #
Returns the normal vector coordinates of a given vertex.Arguments
- int num - Number of the vertex in the vertex buffer.
Return value
Normal vector.void SetSurfaceBegin ( int begin, int surface ) #
Sets the begin index for the specified surface of the dynamic object mesh.Arguments
- int begin - Begin index.
- int surface - Number of the target surface.
int GetSurfaceBegin ( int surface ) #
Returns the begin index of the specified mesh surface.Arguments
- int surface - Surface number.
Return value
Returns the begin index of the surface.void SetSurfaceEnd ( int end, int surface ) #
Sets the end index for the specified surface of the dynamic object mesh.Arguments
- int end - End index.
- int surface - Number of the target surface.
int GetSurfaceEnd ( int surface ) #
Returns the end index of the specified mesh surface.Arguments
- int surface - Surface number.
Return value
Returns the end index of the surface.void SetSurfaceName ( string name, int surface ) #
Sets the name for the specified surface. The name will be set only if the specified surface was added via the addSurface() method.Arguments
- string name - New name of the surface.
- int surface - Number of a target surface in range from 0 to the total number of surfaces.
void SetTangent ( int num, quat tangent ) #
Updates the tangent vector coordinates of a given vertex.Arguments
- int num - Number of the vertex in the vertex buffer.
- quat tangent - Tangent vector to be set.
quat GetTangent ( int num ) #
Returns the tangent vector coordinates of a given vertex.Arguments
- int num - Number of the vertex in the vertex buffer.
Return value
Tangent vector.void SetTexCoord ( int num, vec4 texcoord ) #
Updates texture coordinates of a given vertex.Arguments
- int num - Number of the vertex in the vertex buffer.
- vec4 texcoord - New coordinate pairs for both texture channels.
vec4 GetTexCoord ( int num ) #
Returns texture coordinates of a given vertex.Arguments
- int num - Number of the vertex in the vertex buffer.
Return value
Coordinate pairs for both texture channels.void SetVertex ( int num, vec3 xyz ) #
Updates coordinates of a given vertex.Arguments
- int num - Number of the vertex in the vertex buffer.
- vec3 xyz - New coordinates in the mesh system of coordinates.
vec3 GetVertex ( int num ) #
Returns coordinates of a given vertex.Arguments
- int num - Number of the vertex in the vertex buffer.
Return value
Vertex coordinates in the mesh system of coordinates.bool IsFlushed ( ) #
Returns a value indicating if vertex data of the mesh was flushed (create/upload operation) to video memory.Return value
true if vertex data of the mesh was flushed (create/upload operation) to video memory; otherwise, false.void AddColor ( vec4 color ) #
Adds a color with given coordinates to the last added vertex.Arguments
- vec4 color - Color.
void AddIndex ( int index ) #
Adds an index to the index buffer.Arguments
- int index - Index to add.
void AddSurface ( string name ) #
Adds all the last listed and unsigned vertices and triangles to a new surface with a specified name.Arguments
- string name - Name of the new surface.
void AddTangent ( quat tangent ) #
Adds a tangent vector with given coordinates to the last added vertex.Arguments
- quat tangent - Tangent to add.
void AddTexCoord ( vec4 texcoord ) #
Adds texture coordinates to the last added vertex.Arguments
- vec4 texcoord - Coordinate pairs for both texture channels.
void AddTriangleFan ( int num_vertex ) #
Adds a triangle fan to the mesh. This method does not add vertices, rather it allocates indices, for which vertices should be then created with the addVertex() function. Indices will point to vertices starting from the current last vertex in the vertex buffer.Arguments
- int num_vertex - Number of vertices comprising the fan.
void AddTriangleQuads ( int num_quads ) #
Adds a given number of quadrilaterals to the mesh. This method does not add vertices, rather it allocates indices, for which vertices should be then created with the addVertex() function. Indices will point to vertices starting from the current last vertex in the vertex buffer.Arguments
- int num_quads - Number of quadrilaterals to add.
void AddTriangles ( int num_triangles ) #
Adds a given number of triangles to the mesh. This method does not add vertices, rather it allocates indices, for which vertices should be then created with the addVertex() function. Indices will point to vertices starting from the current last vertex in the vertex buffer.Arguments
- int num_triangles - Number of triangles.
void AddTriangleStrip ( int num_vertex ) #
Adds a triangle strip to the mesh. This method does not add vertices, rather it allocates indices, for which vertices should be then created with the addVertex() function. Indices will point to vertices starting from the current last vertex in the vertex buffer.Arguments
- int num_vertex - Number of vertices comprising the strip.
void AddVertex ( vec3 xyz ) #
Adds a vertex with given coordinates to the mesh.Arguments
- vec3 xyz - Vertex coordinates in the mesh system of coordinates.
void AllocateIndices ( int num ) #
Allocates a given number of vertex indices in the index buffer. With this function, memory can be allocated once rather than in chunks, making the creation faster.Arguments
- int num - The number of indices that will be stored in a buffer.
void AllocateVertex ( int num ) #
Allocates a given number of vertices in the vertex buffer. With this function, memory can be allocated once rather than in chunks, making the creation faster.Arguments
- int num - The number of vertices that will be stored in a buffer.
void ClearIndices ( ) #
Clears all vertex indices in the mesh.void ClearSurfaces ( ) #
Clears all the surface settings.void ClearVertex ( ) #
Clears all of the mesh vertex settings.void FlushIndices ( ) #
Flushes the index buffer and sends all data to GPU. This method is called automatically, if the length of the index buffer changes. If you change the contents of the index buffers, you should call this method.void FlushVertex ( ) #
Flushes the vertex buffer and sends all data to GPU. This method is called automatically, if the length of the vertex buffer changes. If you change the contents of the vertex buffer, you should call this method.bool LoadMesh ( string path ) #
Loads a mesh for the current mesh from the file. This function doesn't change the mesh name.Arguments
- string path - Mesh file name.
Return value
true if the mesh is loaded successfully; otherwise, false.void RemoveIndices ( int num, int size ) #
Removes the specified number of indices starting from the given index.Arguments
- int num - Number of the index in the index buffer.
- int size - Number of indices to remove.
void RemoveSurface ( int surface ) #
Removes the surface with the given index.Arguments
- int surface - Surface index.
void RemoveSurfaces ( string name ) #
Removes surfaces with the given name.Arguments
- string name - Surface name.
void RemoveVertex ( int num, int size, int indices ) #
Removes the specified number of vertices starting from the given vertex. To fix the index buffer after removal of vertices, pass true as the 3rd argument.Arguments
- int num - Number of the vertex in the vertex buffer.
- int size - Number of vertices to remove.
- int indices - 1 to fix the index buffer after removal of vertices; otherwise, 0.
bool SaveMesh ( string path ) #
Saves the dynamic mesh into .mesh or .anim format.Arguments
- string path - Mesh file name.
Return value
true if the mesh is saved successfully; otherwise, false.static int type ( ) #
Returns the type of the node.Return value
Object type identifier.bool UpdateBounds ( ) #
Calculates a bounding box and a bounding sphere for the current mesh.Return value
1 if the bounds are calculated successfully; otherwise, 0.bool UpdateIndices ( ) #
Updates vertex and index buffers by removing duplicated vertices and rearranging the indices of the created mesh to optimize it for faster rendering.Return value
true if the indices are updated successfully; otherwise, false.void UpdateSurfaceBegin ( int surface ) #
Synchronizes surface begin index.Arguments
- int surface - ID of a target surface.
void UpdateSurfaceEnd ( int surface ) #
Synchronizes surface end index.Arguments
- int surface - ID of a target surface.