Unigine::ObjectMeshDynamic Class
Header: | #include <UnigineObjects.h> |
Inherits: | Object |
This class is used to procedurally create dynamic meshes (i.e. triangles), lines or points and modify them in run-time. You can also load an existing mesh as a dynamic one in order to modify it.
The following samples demonstrate the ObjectMeshDynamic class usage:
See Also
- Article on ObjectMeshDynamic class usage examples
ObjectMeshDynamic Class
Members
static ObjectMeshDynamicPtr create(const Ptr<Mesh> & mesh, int flags = 0)
Arguments
- const Ptr<Mesh> & mesh
- int flags
static ObjectMeshDynamicPtr create(int flags = 0)
Arguments
- int flags
Ptr<ObjectMeshDynamic> cast(const Ptr<Object> & base)
Arguments
- const Ptr<Object> & base
Ptr<ObjectMeshDynamic> cast(const Ptr<Node> & node)
Arguments
- const Ptr<Node> & node
void setBoundBox(const BoundBox & bb)
Sets a bounding box of a specified size for a given dynamic mesh surface.Arguments
- const BoundBox & bb - Bounding box.
void setBoundBox(const BoundBox & bb, int surface)
Sets a bounding box of a specified size for a given dynamic mesh surface.Arguments
- const BoundBox & bb - Bounding box.
- int surface - Surface number in range from 0 to the total number of dynamic mesh surfaces.
void setColor(int num, const Math::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.
- const Math::vec4 & color - Color.
Math::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 range from 0 to the total number of indices 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 range from 0 to the total number of indices in the index buffer.
Return value
Vertex index in the index buffer.void setIndicesArray(int[] indices)
Updates an array of indices.Arguments
- int[] indices
int setMesh(const Ptr<Mesh> & mesh)
Allows for reinitialization of the ObjectMeshDynamic: it copies a given mesh into the current dynamic mesh.Arguments
- const Ptr<Mesh> & mesh - Smart pointer to the mesh.
Return value
1 if the mesh is copied successfully; otherwise, 0.int getMesh(const Ptr<Mesh> & mesh)
Copies the current dynamic mesh into the received mesh.Arguments
- const Ptr<Mesh> & mesh - Smart pointer to the mesh.
Return value
1 if the mesh is copied successfully; otherwise, 0.void setMeshName(const char * name)
Sets the mesh name.Arguments
- const char * name - Mesh name.
const char * getMeshName()
Gets the mesh name.Return value
Mesh name.Math::vec3 getNormal(int num)
Returns the normal vector coordinates of a given vertex.Arguments
- int num - Vertex number in range from 0 to the total number of mesh vertices.
Return value
Normal vector.void setNumIndices(int num)
Sets the number of vertex indices.Arguments
- int num - Number of indices.
int getNumIndices()
Returns the number of vertex indices.Return value
Number of indices.void setNumVertex(int num)
Sets the number of mesh vertices.Arguments
- int num - Number of mesh vertices.
int getNumVertex()
Returns the number of mesh vertices.Return value
Number of mesh vertices.void setSurfaceBegin(int begin, int surface)
Sets the begin index for the specified surface of the dynamic object mesh.Arguments
- int begin - Index to be set as the begin one for the surface.
- int surface - Number of a target surface in range from 0 to the total number of mesh surfaces.
int getSurfaceBegin(int surface)
Returns the begin index of the specified mesh surface.Arguments
- int surface - Number of a target surface in range from 0 to the total number of mesh surfaces.
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 - Index to be set as the end one for the surface.
- int surface - Number of a target surface in range from 0 to the total number of mesh surfaces.
int getSurfaceEnd(int surface)
Returns the end index of the specified mesh surface.Arguments
- int surface - Number of a target surface in range from 0 to the total number of mesh surfaces.
Return value
Returns the end index of the surface.void setSurfaceName(const char * 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
- const char * name - Surface name.
- int surface - Number of a target surface in range from 0 to the total number of mesh surfaces.
void setTangent(int num, const Math::quat & tangent)
Updates the tangent vector coordinates of a given vertex.Arguments
- int num - Vertex number in range from 0 to the total number of mesh vertices.
- const Math::quat & tangent - Tangent vector coordinates.
Math::quat getTangent(int num)
Returns the tangent vector coordinates of a given vertex.Arguments
- int num - Vertex number in range from 0 to the total number of mesh vertices.
Return value
Tangent vector.void setTexCoord(int num, const Math::vec4 & texcoord)
Updates texture coordinates of a given vertex.Arguments
- int num - Vertex number in range from 0 to the total number of mesh vertices.
- const Math::vec4 & texcoord - New coordinate pairs for both texture channels.
Math::vec4 getTexCoord(int num)
Returns texture coordinates of a given vertex.Arguments
- int num - Vertex number in range from 0 to the total number of mesh vertices.
Return value
Coordinate pairs for both texture channels.void setVertex(int num, const Math::vec3 & xyz)
Updates coordinates of a given vertex.Arguments
- int num - Vertex number.
- const Math::vec3 & xyz - New vertex coordinates in the mesh system of coordinates.
Math::vec3 getVertex(int num)
Returns coordinates of a given vertex.Arguments
- int num - Vertex number in range from 0 to the total number of mesh vertices.
Return value
Vertex coordinates in the mesh system of coordinates.void setVertexArray(const ObjectMeshDynamic::Vertex[] & vertex)
Updates the vertex array of the dynamic mesh.Arguments
- const ObjectMeshDynamic::Vertex[] & vertex
const ObjectMeshDynamic::Vertex * getVertexArray()
Returns an array of vertices of the dynamic mesh.Return value
Pointer to the array of vertices.void addColor(const Math::vec4 & color)
Adds a color with given coordinates to the last added vertex.Arguments
- const Math::vec4 & color - Color.
void addIndex(int index)
Adds an index to the index buffer.Arguments
- int index - Index to add.
void addIndicesArray(int[] indices)
Adds an array of indices.Arguments
- int[] indices
void addSurface(const char * name)
Adds all the last listed and unsigned vertices and triangles to a new surface with a specified name.Arguments
- const char * name - Name of the new surface.
void addTangent(const Math::quat & tangent)
Adds a tangent vector with given coordinates to the last added vertex.Arguments
- const Math::quat & tangent - Tangent vector coordinates.
void addTexCoord(const Math::vec4 & texcoord)
Adds texture coordinates to the last added vertex.Arguments
- const Math::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 of 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.
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 of the strip.
void addVertex(const Math::vec3 & xyz)
Adds a vertex with given coordinates to the mesh.Arguments
- const Math::vec3 & xyz - Vertex coordinates in the mesh system of coordinates.
void addVertexArray(const ObjectMeshDynamic::Vertex[] & vertex)
Adds an array of vertices to the dynamic mesh.Arguments
- const ObjectMeshDynamic::Vertex[] & vertex
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 - Number of vertex indices that will be stored in the 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 - Number of vertices to allocate.
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.int loadMesh(const char * name)
Loads a mesh file.Arguments
- const char * name - Mesh file name.
Return value
Returns 1 if the mesh is loaded successfully; otherwise, 0.void removeIndices(int num, int size)
Removes the specified number of indices.Arguments
- int num - Index number.
- 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(const char * name)
Removes the surfaces with the given name.Arguments
- const char * name - Surface name.
void removeVertex(int num, int size, int indices)
Removes the specified number of vertices.Arguments
- int num - Vertex number.
- int size - Number of vertices to remove.
- int indices - Fix the indices buffer.
int saveMesh(const char * name)
Saves the dynamic mesh into a file.Arguments
- const char * name - Mesh file name.
Return value
Returns 1 if the mesh is saved successfully; otherwise, 0.int type()
int updateBounds()
Updates a bounding box and a bounding sphere for the current mesh.Return value
1 if the bounds are calculated successfully; otherwise, 0.int updateIndices()
Updates indices.Return value
1 if the indices are updated successfully; otherwise, 0.void updateSurfaceBegin(int surface)
Synchronizes surface begin index.Arguments
- int surface - Number of a target surface in range from 0 to the total number of mesh surfaces.
void updateSurfaceEnd(int surface)
Synchronizes surface end index.Arguments
- int surface - Number of a target surface.
int updateTangents()
Updates tangents.Return value
1 if the tangents are updated successfully; otherwise, 0.int DYNAMIC_ALL
int DYNAMIC_INDICES
int DYNAMIC_VERTEX
int IMMUTABLE_ALL
int IMMUTABLE_INDICES
int IMMUTABLE_VERTEX
int MODE_LINES
Description
Mode to render lines.int MODE_POINTS
Description
Mode to render points.int MODE_QUAD_PATCHES
int MODE_TRIANGLES
Description
Mode to render triangles (to create meshes).int MODE_TRIANGLE_PATCHES
int TYPE_DOUBLE
int TYPE_FLOAT
int TYPE_HALF
int TYPE_UCHAR
int TYPE_USHORT
Last update: 03.07.2017
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