Unigine::ObjectMeshCluster Class
Header: | #include <UnigineObjects.h> |
Inherits from: | Object |
A MeshCluster class allows you to bake identical meshes (with the same material applied to their surfaces) into one object, which provides less cluttered spatial tree, reduces the number of texture fetches and speeds up rendering.
Meshes are rendered within a specified visibility distance from the camera. When moving away from this distance, meshes fade out and then disappear completely.
See Also#
A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/objects/ folder:
ObjectMeshCluster Class
Members
static ObjectMeshClusterPtr create ( const char * path, bool unique = false ) #
ObjectMeshCluster constructor.Arguments
- const char * path - Name of the mesh file.
- bool 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 true (1), so a copy of the mesh geometry will be created and changes won't be applied.
void setFadeDistance ( float distance ) #
Sets the distance up to which meshes handled by the mesh cluster will be fading out (that is, fewer meshes will be rendered instead of all). The distance is measured starting from the visible distance. The default is 0. Using fade distance allows the objects to disappear one by one until up to the fade distance only a few left. It makes the disappearing smooth and much less noticeable.Arguments
- float distance - Fading distance for meshes in units. If a negative value is provided, 0 will be used instead.
float getFadeDistance ( ) const#
Returns the distance up to which meshes handled by the mesh cluster will be fading out. The default is 0.Return value
Fading distance for meshes in units.int setMesh ( const Ptr<Mesh> & mesh ) #
Copies the source mesh into the current mesh.Arguments
Return value
1 if the mesh is copied successfully; otherwise, 0.int getMesh ( const Ptr<Mesh> & mesh ) const#
Copies the current mesh into the target mesh.Arguments
Return value
1 if the mesh is copied successfully; otherwise, 0.void setMeshName ( const char * name ) #
Sets a new path to the mesh handled by the mesh cluster. Does not update mesh immediately using the new path, unlike the setMeshNameForce() method.Arguments
- const char * name - Path to the mesh to be set.
void setMeshNameForce ( const char * name ) #
Sets a new path to the mesh handled by the mesh cluster and forces mesh creation using the new path. The new mesh is created from the specified path immediately with the unique flag set to 0.Arguments
- const char * name - Path to the mesh file.
const char * getMeshName ( ) const#
Returns the path to the mesh handled by a mesh cluster.Return value
Path to the mesh.int addMeshTransform ( ) #
Adds a new mesh instance transformation to the cluster. To set the new added transformation pass the return value of this method to the setMeshTransform() method.Return value
Number of the last added mesh instance.void setMeshTransform ( int num, const Math::mat4 & transform ) #
Sets the transformation for the given mesh instance.Arguments
- int num - Mesh instance number.
- const Math::mat4 & transform - Mesh transformation matrix.
Math::mat4 getMeshTransform ( int num ) const#
Returns the transformation of the given mesh instance.Arguments
- int num - Mesh instance number.
Return value
Mesh transformation matrix.void removeMeshTransform ( int num ) #
Removes the transformation of the specified mesh instance from the cluster.Arguments
- int num - Mesh instance number.
void removeMeshTransformFast ( int num ) #
Removes the transformation of the specified mesh instance from the cluster.Arguments
- int num - Mesh instance number.
void updateSpatialTree ( ) #
Updates the spatial tree of the mesh cluster. Spatial tree is updated in the next frame, this method can be used to update the tree immediately.int getNumMeshes ( ) const#
Returns the total number of meshes handled by the mesh cluster.Return value
Number of meshes.int getNumSurfaceTargets ( int surface ) const#
Returns the total number of surface targets.Arguments
- int surface - Surface number.
Return value
Total number of surface targets.const char * getSurfaceTargetName ( int surface, int target ) const#
Returns the name of a given surface target.Arguments
- int surface - Surface number.
- int target - Target number.
Return value
Target name.void setVisibleDistance ( float distance ) #
Sets the distance up to which meshes handled by the mesh cluster will be rendered. The default is infinity (in this case, fade distance will be ignored).Arguments
- float distance - Visibility distance for meshes in units. If a negative value is provided, 0 will be used instead.
float getVisibleDistance ( ) const#
Returns the distance up to which meshes handled by the mesh cluster are rendered. The default is infinity (in this case, fade distance is ignored).Return value
Visibility distance for meshes in units.void clearMeshes ( ) #
Deletes all meshes currently baked into mesh cluster.bool createMesh ( const char * path, bool unique = 0 ) #
Creates a mesh.Arguments
- const char * path - Path to the mesh file.
- bool 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.
Return value
true if the mesh is created successfully; otherwise, false.void createMeshes ( const Vector< Math::Mat4 > & transforms ) #
Creates meshes is accordance with the transformations vector (world coordinates) and bakes them into the cluster. All baked meshes are identical to the source mesh and have the same material applied to their surfaces.Arguments
void appendMeshes ( const Vector< Math::Mat4 > & transforms ) #
Appends new meshes with transformations stored in the specified vector (world coordinates) and bakes them into the cluster. All baked meshes are identical to the source mesh and have the same material applied to their surfaces.Arguments
int findSurfaceTarget ( const char * name, int surface ) const#
Searches for a surface target with a given name.Arguments
- const char * name - Target name.
- int surface - Surface number.
Return value
Target number if it exists; otherwise, -1.void flushMesh ( ) #
Flushes the mesh geometry into the video memory.bool 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
true if the mesh is loaded successfully; otherwise, false.bool saveMesh ( const char * path ) #
Saves the cluster mesh to a .mesh file.Arguments
- const char * path - Path to the .mesh file.
Return value
true if the mesh is saved successfully; otherwise, false.static int type ( ) #
Returns the type of the node.Return value
Node type identifier.bool removeClusterTransforms ( const Math::WorldBoundBox & bb ) #
Removes cluster meshes, found within the specified bounding box, from the cluster.Arguments
- const Math::WorldBoundBox & bb - Bounding box defining the area, within which the cluster meshes are to be removed from the cluster.
Return value
true if cluster meshes, found within the specified bounding box are successfully removed; otherwise, false.bool removeClusterTransformsFromSphere ( const Math::WorldBoundSphere& bb ) #
Removes cluster meshes, found within the specified bounding sphere, from the cluster.Arguments
- const Math::WorldBoundSphere& bb - Bounding sphere defining the area, for which the transformations of cluster meshes are to be collected.
Return value
true if cluster meshes, found within the specified bounding sphere are successfully removed; otherwise, false.bool detachClusterTransforms ( const Math::WorldBoundBox & bb, Vector< Math::mat4 > & transforms ) #
Detaches cluster meshes found within the area specified by the given bounding box from the cluster and puts their transformations (local coordinates) to the specified buffer.Arguments
- const Math::WorldBoundBox & bb - Bounding box defining the area, within which the cluster meshes are to be detached from the cluster.
- Vector< Math::mat4 > & transforms - Buffer to store transformations of detached cluster meshes.
Return value
true if cluster meshes have been detached from the cluster; otherwise false.bool detachClusterWorldTransforms ( const Math::WorldBoundBox & bb, Vector< Math::Mat4 > & transforms ) #
Detaches cluster meshes found within the area specified by the given bounding box from the cluster and puts their transformations (world coordinates) to the specified buffer.Arguments
- const Math::WorldBoundBox & bb - Bounding box defining the area, within which the cluster meshes are to be detached from the cluster.
- Vector< Math::Mat4 > & transforms - Buffer to store transformations of detached cluster meshes.
Return value
true if cluster meshes have been detached from the cluster; otherwise false.bool detachClusterWorldTransformsFromSphere ( const Math::WorldBoundSphere& bb, Vector< Math::Mat4 > & transforms ) #
Detaches cluster meshes found within the area specified by the given bounding box from the cluster and puts their transformations (world coordinates) to the specified buffer.Arguments
- const Math::WorldBoundSphere& bb - Bounding sphere defining the area, for which the transformations of cluster meshes are to be collected.
- Vector< Math::Mat4 > & transforms - Buffer to store transformations of cluster meshes, in world coordinates.
Return value
true if cluster meshes have been detached from the cluster; otherwise false.bool getClusterTransforms ( const Math::WorldBoundBox & bounds, Vector< Math::mat4 > & transforms ) #
Collects transformations (local coordinates) for all cluster meshes within the area specified by the given bounding box and puts them to the specified buffer.Arguments
- const Math::WorldBoundBox & bounds - Bounding box defining the area, for which the transformations of cluster meshes are to be collected.
- Vector< Math::mat4 > & transforms - Buffer to store transformations of cluster meshes.
Return value
true, if there are transformations of cluster meshes; or false, if there are no transformations of cluster meshes found.bool getClusterWorldTransforms ( const Math::WorldBoundBox & bounds, Vector< Math::Mat4 > & transforms ) #
Collects transformations (world coordinates) for all cluster meshes within the area specified by the given bounding box and puts them to the specified buffer.Arguments
- const Math::WorldBoundBox & bounds - Bounding box defining the area, for which the transformations of cluster meshes are to be collected.
- Vector< Math::Mat4 > & transforms - Buffer to store transformations of cluster meshes, in world coordinates.
Return value
true, if there are transformations of cluster meshes; or false, if there are no transformations of cluster meshes within the specified area.bool getClusterWorldTransformsFromSphere ( const Math::WorldBoundSphere& bounds, Vector< Math::Mat4 > & transforms ) #
Collects transformations (world coordinates) for all cluster meshes within the area specified by the given bounding sphere and puts them to the specified buffer.Arguments
- const Math::WorldBoundSphere& bounds - Bounding sphere defining the area, for which the transformations of cluster meshes are to be collected.
- Vector< Math::Mat4 > & transforms - Buffer to store transformations of cluster meshes, in world coordinates.
Return value
true, if there are transformations of cluster meshes; or false, if there are no transformations of cluster meshes within the specified area.bool getInstancesFromSphere ( const Math::WorldBoundSphere& bb, Vector< int > & instances ) #
Returns the indices of instances inside the bounding sphere.Arguments
- const Math::WorldBoundSphere& bb - Bounding sphere defining the area within which instances are to be collected.
- Vector< int > & instances - Vector containing instance indices.
Return value
true, if there is at least one instance inside the bounding sphere; or false.Last update:
10.10.2022
Помогите сделать статью лучше
Была ли эта статья полезной?
(или выберите слово/фразу и нажмите Ctrl+Enter