ObjectMeshStatic Class
Warning
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.
Inherits from: | Object |
ObjectMeshStatic Class
Members
static ObjectMeshStatic ( string path ) #
ObjectMeshStatic constructor. Creates a Static Mesh object with mesh loaded from the specified file.Arguments
- string path - Path to the source .mesh-file.
static ObjectMeshStatic ( ) #
ObjectMeshStatic constructor. Creates an empty Static Mesh object.static int type ( ) #
Returns the type of the object.Return value
Object Mesh Static type identifier.void setMeshPath ( string path ) #
Sets the new path to the source mesh. Does not update mesh immediately using the new path. If the mesh is in the procedural mode, it will be reset.Arguments
- string path - Path to the source .mesh-file.
string getMeshPath ( ) #
Returns the path to the current source mesh file.Return value
Path to the source .mesh-file.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 setLightmapEnabled ( int enabled, int surface ) #
Sets a value indicating if lightmapping is to be enabled for the surface with the specified number.Arguments
- int enabled - 1 to enable lightmapping for the surface with the specified number, or 0 - to disable.
- int surface - Mesh surface number.
int isLightmapEnabled ( int surface ) #
Returns a value indicating if lightmapping is enabled for the surface with the specified number.Arguments
- int surface - Mesh surface number.
Return value
1 if lightmapping is enabled for the surface with the specified number;otherwise, 0.void setLightmapMode ( int mode, int surface ) #
Sets a new lightmap mode for the surface with the specified number.Arguments
- int mode - New lightmap mode to be set for the surface with the specified number. One of the LIGHTMAP_MODE values.
- int surface - Mesh surface number.
int getLightmapMode ( int surface ) #
Returns the current lightmap mode for the surface with the specified number.Arguments
- int surface - Mesh surface number.
Return value
Current lightmap mode for the surface with the specified number. One of the LIGHTMAP_MODE values.void setLightmapSourceSurface ( int source_surface, int surface ) #
Sets a new source mesh surface number for the surface with the specified number. A lightmap texture generated for the source mesh surface shall be used for the specified surface (available only when the lightmap mode for the surface is set to LIGHTMAP_MODE_SURFACE mode. This can be used as optimization for LODs.Arguments
- int source_surface - Source mesh surface number.
- int surface - Mesh surface number.
int getLightmapSourceSurface ( int surface ) #
Returns the current source mesh surface number for the surface with the specified number. A lightmap texture generated for the source mesh surface is used for the specified surface (available only when the lightmap mode for the surface is set to LIGHTMAP_MODE_SURFACE mode. This can be used as optimization for LODs.Arguments
- int surface - Mesh surface number.
Return value
Source mesh surface number.int isLightmapCompression ( int surface ) #
Returns a value indicating if the lightmap texture baked for the surface with the specified number is to be compressed. Compressed lightmaps are lightweight, but please note that some compression artifacts may appear.Arguments
- int surface - Mesh surface number.
Return value
1 if the lightmap texture baked for the surface with the specified number is to be compressed; otherwise, 0.void setLightmapCompression ( int enabled, int surface ) #
Sets a value indicating if the lightmap texture baked for the surface with the specified number is to be compressed. Compressed lightmaps are lightweight, but please note that some compression artifacts may appear.Arguments
- int enabled - 1 to enable compression for the lightmap texture baked for the surface with the specified number, or 0 - to disable.
- int surface - Mesh surface number.
void setLightmapQuality ( int quality, int surface ) #
Sets a new lightmap baking quality preset for the surface with the specified number.Arguments
- int quality - New lightmap baking quality preset to be used for the surface with the specified number. One of the LIGHTMAP_QUALITY values.
- int surface - Mesh surface number.
int getLightmapQuality ( int surface ) #
Returns the current lightmap baking quality preset for the surface with the specified number.Arguments
- int surface - Mesh surface number.
Return value
Current lightmap baking quality preset for the surface with the specified number. One of the LIGHTMAP_QUALITY values.void setLightmapTextureFilePath ( string path, int surface ) #
Sets a new path to the baked lightmap texture file to be used for the surface with the specified number. You can use this method to specify a lightmap texture generated in a third-party software.Arguments
- string path - Path to the baked lightmap texture file to be used for the surface with the specified number.
- int surface - Mesh surface number.
string getLightmapTextureFilePath ( int surface ) #
Returns the path to the baked lightmap texture file currently used for the surface with the specified number.Arguments
- int surface - Mesh surface number.
Return value
Path to the baked lightmap texture file currently used for the surface with the specified number.void setSurfaceCustomTextureEnabled ( int enabled, int surface ) #
Sets a value indicating if a custom texture is to be used for the surface with the specified number.Arguments
- int enabled - 1 to enable using the custom texture for the surface with the specified number, or 0 - to disable.
- int surface - Mesh surface number.
int isSurfaceCustomTextureEnabled ( int surface ) #
Returns a value indicating if a custom texture is to be used for the surface with the specified number.Arguments
- int surface - Mesh surface number.
Return value
1 if a custom texture is to be used for the surface with the specified number; otherwise, 0.void setSurfaceCustomTextureMode ( int mode, int surface ) #
Sets a new mode for the custom texture of the surface with the specified number. This mode defines the source of the custom texture for the surface: either use a unique custom texture, or use a custom texture that is assigned to another surface of the mesh.Arguments
- int mode - Custom texture mode to be set for the surface with the specified number. One of the SURFACE_CUSTOM_TEXTURE_MODE_ values.
- int surface - Mesh surface number.
int getSurfaceCustomTextureMode ( int surface ) #
Returns the current mode for the custom texture of the surface with the specified number. This mode defines the source of the custom texture for the surface: either use a unique custom texture, or use a custom texture that is assigned to another surface of the mesh.Arguments
- int surface - Mesh surface number.
Return value
Current custom texture mode for the surface with the specified number. One of the SURFACE_CUSTOM_TEXTURE_MODE_ values.void setSurfaceCustomTextureSourceSurface ( int source_surface, int surface ) #
Sets a new source mesh surface number for the surface with the specified number. A custom texture generated for the source mesh surface shall be used for the specified surface (available only when the custom texture mode for the surface is set to SURFACE_CUSTOM_TEXTURE_MODE_SURFACE. This can be used as optimization for LODs.Arguments
- int source_surface - Source mesh surface number.
- int surface - Mesh surface number.
int getSurfaceCustomTextureSourceSurface ( int surface ) #
Returns the current source mesh surface number for the surface with the specified number. A custom texture generated for the source mesh surface is used for the specified surface (available only when the custom texture mode for the surface is set to SURFACE_CUSTOM_TEXTURE_MODE_SURFACE. This can be used as optimization for LODs.Arguments
- int surface - Mesh surface number.
Return value
Source mesh surface number.void setSurfaceCustomTexturePath ( string path, int surface ) #
Sets a new path to the custom texture to be used for the surface with the specified number. You can use this method to specify a texture generated in a third-party software.Arguments
- string path - Path to the custom texture to be assigned to the surface with the specified number.
- int surface - Mesh surface number.
string getSurfaceCustomTexturePath ( int surface ) #
Returns the path to the custom texture currently assigned to the surface with the specified index.Arguments
- int surface - Mesh surface number.
Return value
Path to the custom texture currently assigned to the surface with the specified number.void setSurfaceCustomTexture ( Texture texture, int surface ) #
Sets a new texture to be used as a custom texture for the surface with the specified number. You can use this method to set any texture.Arguments
- Texture texture - Texture to be set.
- int surface - Mesh surface number.
Texture getSurfaceCustomTexture ( int surface ) #
Returns the texture currently used as a custom texture for the surface with the specified number.Arguments
- int surface - Mesh surface number.
Return value
Texture used as a custom texture for the specified surface.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 source 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).Notice
Loading to VRAM must be performed in the main thread only.
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).Notice
Loading to VRAM must be performed in the main thread only.
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).Notice
Loading to VRAM must be performed in the main thread only.
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.Notice
Loading to VRAM must be performed in the main thread only.
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 mode ) #
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 mode - 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.
Last update:
2025-04-04
Help improve this article
Was this article helpful?
(or select a word/phrase and press Ctrl+Enter)