UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
FAQ
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
CIGI Client Plugin
Rendering-Related Classes

Unigine::ObjectMeshStatic Class

Header: #include <UnigineObjects.h>
Inherits: Object

This class is used for handling static meshes.

See Also#

A set UnigineScript API samples located in the <UnigineSDK>/data/samples/objects/ folder:

ObjectMeshStatic Class

Members


static ObjectMeshStaticPtr create ( const Ptr<Mesh> & mesh ) #

ObjectMeshStatic constructor. Creates a new mesh object from a given file.

Arguments

  • const Ptr<Mesh> & mesh - A mesh smart pointer.

static ObjectMeshStaticPtr create ( const char * path, int unique = 0 ) #

ObjectMeshStatic constructor. Creates a new mesh object from a given file.

Arguments

  • const char * path - Path to the mesh file.
  • int unique - When you create several objects out of a single .mesh file, the instance of the mesh geometry is created. If you then change the source geometry, its instances will be changed as well. To avoid this, set the unique flag to 1, so a copy of the mesh geometry will be created and changes won't be applied.

static Ptr<ObjectMeshStatic> cast ( const Ptr<Object> & base ) #

Casts an ObjectMeshStatic out of the Object instance.

Arguments

  • const Ptr<Object> & base - Pointer to Object.

Return value

Pointer to ObjectMeshStatic.

static Ptr<ObjectMeshStatic> cast ( const Ptr<Node> & node ) #

Casts an ObjectMeshStatic out of the Node instance.

Arguments

  • const Ptr<Node> & node - Pointer to Node.

Return value

Pointer to ObjectMeshStatic.

void setCIndex ( int num, int index, int surface ) #

Sets the new coordinate index for the given vertex of the given surface.

Arguments

  • int num - Vertex number in the range from 0 to the total number of coordinate indices for the given surface.
    Notice
    To get the total number of coordinate indices for the given surface, use the getNumCIndices() method.
  • int index - Coordinate index to be set in the range from 0 to the total number of coordinate vertices for the given surface.
    Notice
    To get the total number of coordinate vertices for the given surface, use the getNumVertex() method.
  • int surface - Mesh surface number.

int getCIndex ( int num, int surface ) #

Returns the coordinate index for the given vertex of the given surface.

Arguments

  • int num - Vertex number in the range from 0 to the total number of coordinate indices for the given surface.
    Notice
    To get the total number of coordinate indices for the given surface, use the getNumCIndices() method.
  • int surface - Mesh surface number.

Return value

Coordinate index.

void setColor ( int num, const Math::vec4 & color, int surface ) #

Sets the color for the given triangle vertex of the given surface.

Arguments

  • int num - Triangle vertex number in the range from 0 to the total number of vertex color entries of the given surface.
    Notice
    To get the total number of vertex color entries for the surface, call the getNumColors() method.
  • const Math::vec4 & color - Vertex color to be set.
  • int surface - Mesh surface number.

Math::vec4 getColor ( int num, int surface ) #

Returns the color of the given triangle vertex of the given surface.

Arguments

  • int num - Triangle vertex number in the range from 0 to the total number of vertex color entries of the given surface.
    Notice
    To get the total number of vertex color entries for the surface, call the getNumColors() method.
  • int surface - Mesh surface number.

Return value

Vertex color.

int getMesh ( const Ptr<Mesh> & mesh ) #

Copies the current mesh into the destination mesh. For example, you can obtain geometry of the static mesh and then change it:
Source code (C++)
// a static mesh from which geometry will be obtained
ObjectMeshStaticPtr staticMesh = ObjectMeshStatic::create("box.mesh");
// create a new mesh
MeshPtr mesh = Mesh::create();
// copy geometry to the created mesh
if (staticMesh->getMesh(mesh)) {
	// do something with the obtained mesh
}
else {
	Log::error("Failed to copy a mesh\n");
}

Arguments

  • const Ptr<Mesh> & mesh - Destination mesh.

Return value

1 if the mesh is copied successfully; otherwise, 0.

int setMesh ( const Ptr<Mesh> & mesh, int unique = 1 ) #

Copies a given source mesh into the current mesh. For example, you can copy a mesh into another one as follows:
Source code (C++)
// create ObjectMeshStatic instances 
ObjectMeshStaticPtr staticMesh = ObjectMeshStatic::create("box.mesh");
ObjectMeshStaticPtr staticMesh_2 = ObjectMeshStatic::create("capsule.mesh");

// create a Mesh instance
MeshPtr firstMesh = Mesh::create();

// get the mesh of the ObjectMeshStatic and copy it to the Mesh class instance
staticMesh->getMesh(firstMesh);

// put the firstMesh mesh to the staticMesh_2 instance
staticMesh_2->setMesh(firstMesh);

Arguments

  • const Ptr<Mesh> & mesh - Source mesh to be copied.
  • int unique - Unique flag used when you create several objects out of a single Mesh instance :
    • 0 - An instance of source mesh geometry is created. If the source geometry is changed at runtime, its instances will be changed as well.
    • 1 - A copy of source mesh geometry is created and changes made to the source geometry do not affect the mesh.

Return value

1 if the mesh is copied successfully; otherwise, 0.

void setMeshName ( const char * path, int force_load = 0 ) #

Sets the new path to the mesh and forces setting this path to the mesh.

Arguments

  • const char * path - Path to the mesh file.
  • int force_load - Force flag.
    • If 1 is specified, the new path to the mesh is immediately with the unique flag set to 0.
    • If 0 is specified, only the path to the mesh is updated.

void setMeshName ( const char * name ) #

Sets the new path to the mesh.

Arguments

  • const char * name - Path to the mesh file.

const char * getMeshName ( ) #

Returns the path to the current mesh file.

Return value

Path to the mesh file.

int getMeshSurface ( const Ptr<Mesh> & mesh, int surface, int target = -1 ) #

Copies the specified mesh surface into the destination mesh.

Arguments

  • const Ptr<Mesh> & mesh - Destination mesh pointer to copy a surface into.
  • int surface - Number of the mesh surface to be copied.
  • int target - Number of the surface target to be copied. The default value is -1 (all targets).

Return value

Number of the added mesh surface.

Math::vec3 getNormal ( int num, int surface, int target = 0 ) #

Returns the normal for the given triangle vertex of the given surface target.

Arguments

  • int num - Triangle vertex number in the range from 0 to the total number of vertex tangent entries of the given surface target.
    Notice
    Vertex normals are calculated using vertex tangents. To get the total number of vertex tangent entries for the surface target, call the getNumTangents() method.
  • int surface - Mesh surface number.
  • int target - Surface target number. The default value is 0.

Return value

Vertex normal.

int getNumCIndices ( int surface ) #

Returns the number of coordinate indices for the given mesh surface.

Arguments

  • int surface - Mesh surface number.

Return value

Number of coordinate indices.

int getNumColors ( int surface ) #

Returns the total number of vertex color entries for the given surface.
Notice
Colors are specified for triangle vertices.

Arguments

  • int surface - Surface number.

Return value

Number of vertex color entries.

int getNumSurfaceTargets ( int surface ) #

Returns the number of surface targets for the given mesh surface.

Arguments

  • int surface - Mesh surface number.

Return value

Number of surface targets.

int getNumTangents ( int surface ) #

Returns the number of vertex tangent entries of the given mesh surface.
Notice
Tangents are specified for triangle vertices.

Arguments

  • int surface - Mesh surface number.

Return value

Number of surface tangent vectors.

void setNumTexCoords0 ( int num, int surface ) #

Sets the number of the first UV map texture coordinates for the given mesh surface.
Notice
First UV map texture coordinates are specified for triangle vertices.

Arguments

  • int num - Number of the first UV map texture coordinates to be set.
  • int surface - Mesh surface number.

int getNumTexCoords0 ( int surface ) #

Returns the number of the first UV map texture coordinates for the given mesh surface.
Notice
First UV map texture coordinates are specified for triangle vertices.

Arguments

  • int surface - Mesh surface number.

Return value

Number of the first UV map texture coordinates.

void setNumTexCoords1 ( int num, int surface ) #

Sets the number of the second UV map texture coordinates for the given mesh surface.
Notice
Second UV map texture coordinates are specified for triangle vertices.

Arguments

  • int num - Number of the second UV map texture coordinates to be set.
  • int surface - Mesh surface number.

int getNumTexCoords1 ( int surface ) #

Returns the number of the second UV map texture coordinates for the given mesh surface.
Notice
Second UV map texture coordinates are specified for triangle vertices.

Arguments

  • int surface - Mesh surface number.

Return value

Number of the second UV map texture coordinates.

int getNumTIndices ( int surface ) #

Returns the number of triangle indices for the given mesh surface.

Arguments

  • int surface - Mesh surface number.

Return value

Number of triangle indices.

int getNumVertex ( int surface ) #

Returns the number of coordinate vertices for the given mesh surface.

Arguments

  • int surface - Mesh surface number.

Return value

Number of the surface vertices.

int getSplineMesh ( const Ptr<Mesh> & mesh ) #

Copies a spline collision mesh if it exists to the specified destination mesh.
Notice
This mesh is used for MeshStatic objects generated along the splines (see the WorldSplineGraph class).

Arguments

  • const Ptr<Mesh> & mesh - Destination mesh.

Return value

1 if the mesh is copied successfully; otherwise, 0.

const char * getSurfaceTargetName ( int surface, int target ) #

Returns the name of the target for the given mesh surface by the target number.

Arguments

  • int surface - Mesh surface number.
  • int target - Number of the surface target.

Return value

Surface target name.

void setSurfaceTransform ( const Math::mat4 & transform, int surface, int target = -1 ) #

Updates the transformation of the specified mesh surface.

Arguments

  • const Math::mat4 & transform - Transformation matrix.
  • int surface - Mesh surface number.
  • int target - Number of the surface target. The default value is -1 (all targets).

void setTangent ( int num, const Math::quat & tangent, int surface, int target = 0 ) #

Sets the new tangent for the given triangle vertex of the given surface target.

Arguments

  • int num - Triangle vertex number in the range from 0 to the total number of vertex tangent entries of the given surface.
    Notice
    To get the total number of vertex tangent entries for the surface, call the getNumTangents() method.
  • const Math::quat & tangent - Tangent to be set.
  • int surface - Mesh surface number.
  • int target - Surface target number. The default value is 0.

Math::quat getTangent ( int num, int surface, int target = 0 ) #

Returns the tangent for the given triangle vertex of the given surface target.

Arguments

  • int num - Triangle vertex number in the range from 0 to the total number of vertex tangent entries of the given surface.
    Notice
    To get the total number of vertex tangent entries for the surface, call the getNumTangents() method.
  • int surface - Mesh surface number.
  • int target - Surface target number. The default value is 0.

Return value

Vertex tangent.

void setTexCoord0 ( int num, const Math::vec2 & texcoord, int surface ) #

Sets first UV map texture coordinates for the given triangle vertex of the given surface.

Arguments

  • int num - Triangle vertex number in the range from 0 to the total number of first UV map texture coordinate entries of the given surface.
    Notice
    To get the total number of first UV map texture coordinate entries for the surface, call the getNumTexCoords0() method.
  • const Math::vec2 & texcoord - First UV map texture coordinates to be set.
  • int surface - Mesh surface number.

Math::vec2 getTexCoord0 ( int num, int surface ) #

Returns first UV map texture coordinates for the given triangle vertex of the given surface.

Arguments

  • int num - Triangle vertex number in the range from 0 to the total number of first UV map texture coordinate entries of the given surface.
    Notice
    To get the total number of first UV map texture coordinate entries for the surface, call the getNumTexCoords0() method.
  • int surface - Mesh surface number.

Return value

First UV map texture coordinates.

void setTexCoord1 ( int num, const Math::vec2 & texcoord, int surface ) #

Sets second UV map texture coordinates for the given triangle vertex of the given surface.

Arguments

  • int num - Triangle vertex number in the range from 0 to the total number of second UV map texture coordinate entries of the given surface.
    Notice
    To get the total number of second UV map texture coordinate entries for the surface, call the getNumTexCoords1() method.
  • const Math::vec2 & texcoord - Second UV map texture coordinates to be set.
  • int surface - Mesh surface number.

Math::vec2 getTexCoord1 ( int num, int surface ) #

Returns second UV map texture coordinates for the given triangle vertex of the given surface.

Arguments

  • int num - Triangle vertex number in the range from 0 to the total number of second UV map texture coordinate entries of the given surface.
    Notice
    To get the total number of second UV map texture coordinate entries for the surface, call the getNumTexCoords1() method.
  • int surface - Mesh surface number.

Return value

Second UV map texture coordinates.

void setTIndex ( int num, int index, int surface ) #

Sets the new triangle index for the given vertex of the given surface.

Arguments

  • int num - Vertex number in the range from 0 to the total number of triangle indices for the given surface.
    Notice
    To get the total number of triangle indices, use the getNumTIndices() method.
  • int index - Triangle index to be set in the range from 0 to the total number of triangle vertices for the given surface.
    Notice
    To get the total number of triangle vertices for the given surface, use the getNumTVertex() method.
  • int surface - Mesh surface number.

int getTIndex ( int num, int surface ) #

Returns the triangle index for the given surface by using the index number.

Arguments

  • int num - Vertex number in the range from 0 to the total number of triangle indices for the given surface.
    Notice
    To get the total number of triangle indices for the given surface, use the getNumTIndices() method.
  • int surface - Mesh surface number.

Return value

Triangle index.

void setVertex ( int num, const Math::vec3 & vertex, int surface, int target = 0 ) #

Sets the coordinates of the given coordinate vertex of the given surface target.

Arguments

  • int num - Coordinate vertex number in the range from 0 to the total number of coordinate vertices for the given surface.
    Notice
    To get the total number of coordinate vertices for the given surface, use the getNumCVertex() method.
  • const Math::vec3 & vertex - Vertex coordinates to be set.
  • int surface - Mesh surface number.
  • int target - Surface target number. The default value is 0.

Math::vec3 getVertex ( int num, int surface, int target = 0 ) #

Returns coordinates of the given coordinate vertex of the given surface target.

Arguments

  • int num - Coordinate vertex number in the range from 0 to the total number of coordinate vertices for the given surface.
    Notice
    To get the total number of coordinate vertices for the given surface, use the getNumCVertex() method.
  • int surface - Mesh surface number.
  • int target - Surface target number. The default value is 0.

Return value

Vertex coordinates.

int addEmptySurface ( const char * name, int num_vertex, int num_indices ) #

Appends a new empty surface to the current mesh.

Arguments

  • const char * name - The name of the new surface.
  • int num_vertex - Number of the new surface vertices.
  • int num_indices - Number of the new surface indices.

Return value

Number of the appended surface.

int addMeshSurface ( int dest_surface, const Ptr<ObjectMeshStatic> & mesh, int surface, int target = -1 ) #

Appends a new mesh surface to the current mesh.

Arguments

  • int dest_surface - Number of the surface to copy the mesh to.
  • const Ptr<ObjectMeshStatic> & mesh - Source ObjectMeshStatic to copy a surface from.
  • int surface - Mesh surface number to copy.
  • int target - Mesh target number to copy. The default value is -1 (all targets).

Return value

Number of the surface, appended to the current mesh.

int addMeshSurface ( const char * name, const Ptr<Mesh> & mesh, int surface, int target = -1 ) #

Appends a new mesh surface to the current mesh.

Arguments

  • const char * name - Name of the new surface of the current mesh.
  • const Ptr<Mesh> & mesh - Mesh pointer to copy a surface from.
  • int surface - Mesh surface number to copy.
  • int target - Mesh target number to copy. The default value is -1 (all targets).

Return value

Number of the added mesh surface.

int addMeshSurface ( const char * name, const Ptr<ObjectMeshStatic> & mesh, int surface, int target = -1 ) #

Appends a new mesh surface to the current mesh.

Arguments

  • const char * name - Name of the new surface of the current mesh.
  • const Ptr<ObjectMeshStatic> & mesh - Mesh pointer to copy a surface from.
  • int surface - Mesh surface number to copy.
  • int target - Mesh target number to copy. The default value is -1 (all targets).

Return value

Number of the added mesh surface.

int addSurfaceTarget ( int surface, const char * name = 0 ) #

Adds a new target to the specified surface of the current mesh.

Arguments

  • int surface - Surface number.
  • const char * name - The name of the new target.

Return value

Number of the added target.

int createMesh ( const char * path, int unique = 0 ) #

Creates the static mesh with the specified parameters.

Arguments

  • const char * path - Path to the mesh file.
  • int unique

Return value

1 if the mesh is created successfully; otherwise - 0.

int findSurfaceTarget ( const char * name, int surface ) #

Searches for the target number by the target name.

Arguments

  • const char * name - The name of the target.
  • int surface - Mesh surface number.

Return value

Target number if it is exists; otherwise, -1.

void flushMesh ( ) #

Flushes the mesh geometry into the video memory.

int loadMesh ( const char * path ) #

Loads the mesh for the current mesh from the .mesh file. This function doesn't change the mesh name.

Arguments

  • const char * path - Path to the .mesh file.

Return value

1 if the mesh is loaded successfully; otherwise, 0.

int saveMesh ( const char * path ) #

Saves the mesh to the .mesh format.
Notice
Before saving the mesh to a file, you should set a name for it via the setMeshName() method.
Source code (C++)
// setting mesh name from the desired path
UGUID &guid = Unigine::FileSystem::get()->getGUID(path);
object_mesh_static->setMeshName(guid.getFileSystemString());

// saving the mesh to the desired path
object_mesh_static->saveMesh(path);

Arguments

  • const char * path - Path to the file, to which the mesh is to be saved.

Return value

Returns 1 if the mesh is saved successfully; otherwise, 0.

static int type ( ) #

Returns the type of the node.

Return value

Node type identifier.

void updateSurfaceBounds ( int surface = -1 ) #

Updates mesh bounds. This method is to be called to recalculate bounds after changing a mesh surface (e.g. modifying positions of coordinate vertices).

Arguments

  • int surface - Surface number (use -1 for all surfaces).
Last update: 2019-07-18