This page has been translated automatically.
Видеоуроки
Интерфейс
Основы
Продвинутый уровень
Подсказки и советы
Основы
Программирование на C#
Рендеринг
Профессиональный уровень (SIM)
Принципы работы
Свойства (properties)
Компонентная Система
Рендер
Режимы вывода изображения
Физика
Браузер SDK 2
Лицензирование и типы лицензий
Дополнения (Add-Ons)
Демонстрационные проекты
API Samples
Редактор UnigineEditor
Обзор интерфейса
Работа с ассетами
Контроль версий
Настройки и предпочтения
Работа с проектами
Настройка параметров ноды
Setting Up Materials
Настройка свойств
Освещение
Sandworm
Использование инструментов редактора для конкретных задач
Расширение функционала редактора
Встроенные объекты
Ноды (Nodes)
Объекты (Objects)
Эффекты
Декали
Источники света
Geodetics
World-ноды
Звуковые объекты
Объекты поиска пути
Player-ноды
Программирование
Основы
Настройка среды разработки
Примеры использования
C++
C#
UnigineScript
Унифицированный язык шейдеров UUSL (Unified UNIGINE Shader Language)
Плагины
Форматы файлов
Материалы и шейдеры
Rebuilding the Engine Tools
Интерфейс пользователя (GUI)
Двойная точность координат
API
Animations-Related Classes
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
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
Работа с контентом
Оптимизация контента
Материалы
Визуальный редактор материалов
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Учебные материалы

Unigine::ObjectGuiMesh Class

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

This class allows for rendering GUI onto an arbitrary mesh. Unlike ObjectGui, it can be used to create non-flat displays positioned in the world. If the mesh contains several surfaces, the same GUI will be rendered on each of them. Note that the GUI will be rendered according to the UV mapping of surfaces.

See Also#

A UnigineScript API sample <UnigineSDK>/data/samples/objects/gui_01

ObjectGuiMesh Class

Members


ObjectGuiMesh ( const char * mesh_path, const char * name = 0 ) #

An ObjectGuiMesh constructor. The Gui Mesh will be created on the basis of the mesh loaded from the specified path.

Arguments

  • const char * mesh_path - Path to the source .mesh-file used for the object
  • const char * name

ObjectGuiMesh ( ) #

Constructor. Creates a new Gui Mesh object.

void setControlDistance ( float distance ) #

Sets a distance at which the GUI becomes controllable.

Arguments

  • float distance - A new distance in units.

float getControlDistance ( ) const#

Returns the distance at which the GUI becomes controllable.

Return value

The distance in units.

Ptr<Gui> getGui ( ) const#

Returns a Gui instance associated with the object.

Return value

Gui smart pointer.

void setMeshPath ( const char * path ) #

Sets a new path to the source mesh for the Gui Mesh object. If the mesh is in the procedural mode, it will be reset.
Notice
The mesh should contain a single surface. In case if the mesh contains several surfaces, only the one with the 0 index will be used.

Arguments

  • const char * path - New path to the source .mesh-file to be set.

const char * getMeshPath ( ) const#

Returns the path to the source .mesh-file currently used for the Gui Mesh object.

Return value

Path to the source .mesh-file.

void setMouse ( const Math::Vec3 & p0, const Math::Vec3 & p1, int mouse_buttons, bool mouse_show ) #

Sets mouse cursor position in the virtual control mode.

Arguments

  • const Math::Vec3 & p0 - Start point. A line segment between the start and the end points must intersect ObjectGui. The point of intersection determines x and y coordinates on the ObjectGui.
  • const Math::Vec3 & p1 - End point. A line segment between the start and the end points must intersect ObjectGui. The point of intersection determines x and y coordinates on the ObjectGui.
  • int mouse_buttons - Mouse button status. Set 1 to indicate that the button is clicked; otherwise, 0.
  • bool mouse_show - Mouse cursor status. Set 1 to show mouse cursor; otherwise, 0.

void setMouseMode ( int mode ) #

Sets mouse mode. This method can be used to set a virtual control mode for the mouse.

Arguments

  • int mode - Mouse mode. One of the MOUSE_* variables.

int getMouseMode ( ) const#

Returns the current mouse mode.

Return value

Mouse mode. One of the MOUSE_* variables.

void setMouseShow ( bool show ) #

Sets a value indicating if the mouse cursor should be rendered in the mesh GUI object.

Arguments

  • bool show - true to render the mouse cursor; otherwise, false.

bool isMouseShow ( ) const#

Returns a value indicating if the mouse cursor is rendered in the mesh GUI object.

Return value

true if the cursor is rendered; otherwise, false.

void setBackground ( bool background ) #

Sets a value indicating if the GUI background (black screen) should be rendered.

Arguments

  • bool background - true to render GUI background, false to keep it transparent.

bool isBackground ( ) const#

Returns a value indicating if GUI background (black screen) is rendered.

Return value

true if background is rendered; otherwise, false.

int getScreenHeight ( ) const#

Returns the screen height of the mesh GUI object.

Return value

Height in pixels.

void setScreenSize ( int width, int height ) #

Sets screen dimensions of the mesh GUI object.

Arguments

  • int width - New width in pixels. If a negative value is provided, 0 will be used instead.
  • int height - New height in pixels. If a negative value is provided, 0 will be used instead.

int getScreenWidth ( ) const#

Returns the screen width of the mesh GUI object.

Return value

Width in pixels.

static int type ( ) #

Returns the type identifier of ObjectMeshStatic.

Return value

ObjectMeshStatic type identifier.

Ptr<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.

Ptr<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.

Ptr<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.

Ptr<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.

Ptr<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.

Ptr<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.

Ptr<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.

Ptr<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.

bool 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

true if the mesh is loaded successfully, otherwise false. If the mesh is already loaded to VRAM, true will be returned.

bool 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

true if the mesh is loaded successfully, otherwise false. If the mesh is already loaded to RAM, true will be returned.

bool loadForceVRAM ( ) #

Performs force-loading of the mesh to video memory (VRAM) immediately. The forced loading to VRAM is performed in the main thread.
Notice
Loading to VRAM must be performed in the main thread only.

Return value

true if the mesh is loaded successfully, otherwise false. If the mesh is already loaded to VRAM, true will be returned.

bool loadForceRAM ( ) #

Performs force-loading of the mesh to memory (RAM) immediately.

Return value

true if the mesh is loaded successfully, otherwise false. If the mesh is already loaded to RAM, true will be returned.

bool 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.

bool 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.

bool applyMeshProcedural ( const Ptr<Mesh> & mesh ) #

Sets the specified mesh as the source mesh for the object. The object must be in the procedural mesh mode.
Notice
The mesh should contain a single surface. In case if the mesh contains several surfaces, only the one with the 0 index will be used. Thus, the area of the decal will differ from the initial mesh.
Source code (C++)
ObjectGuiMeshPtr my_gui_mesh;
// ...

// switch the object to procedural mesh mode
my_gui_mesh->setMeshProceduralMode(true);

// update the source mesh of the "my_gui_mesh" object via the source_mesh instance
my_gui_mesh->applyMeshProcedural(source_mesh);

Arguments

  • const Ptr<Mesh> & mesh - Mesh to be applied.

void setMeshProceduralMode ( bool 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

  • bool meshproceduralmode - true to switch the source mesh used for the object to procedural mode; otherwise, false - normal mode (the source mesh is streamed from a source file).

bool isMeshProceduralMode ( ) const#

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

true if the source mesh used for the object is procedural; otherwise, false - normal mode (the source mesh is streamed from a source file).

bool isMeshNull ( ) const#

Returns a value indicating if the source mesh used for the object is null (does not exist, unassigned, not loaded, etc.).

Return value

true if the source mesh used for the object is null; otherwise, false.

bool isMeshLoadedRAM ( ) const#

Returns a value indicating if the source mesh used for the object is loaded to memory (RAM).

Return value

true if the source mesh used for the object is loaded to RAM; otherwise, false.

bool isMeshLoadedVRAM ( ) const#

Returns a value indicating if the source mesh used for the object is loaded to video memory (VRAM).

Return value

true if the source mesh used for the object is loaded to VRAM; otherwise, false.
Last update: 13.12.2024
Build: ()