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
Программирование
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

Unigine::Materials Class

Header:#include <UnigineMaterials.h>

Interface for managing loaded materials via the code. All materials existing in the project are loaded on its start-up and saved on world's saving or on calling the materials_save console command.

Materials Class

Members


Materials * get()

Returns a pointer to the materials manager.

int isMaterial(const char * name)

Checks if there is a material with a given name.

Arguments

  • const char * name - Material name.

Return value

1 if the material exists; otherwise, 0.

int isMaterial(const UGUID & guid)

Checks if there is a material with a given GUID.

Arguments

  • const UGUID & guid - A material GUID.

Return value

1 if the material exists; otherwise, 0.

Ptr<Material> findMaterial(const char * name)

Searches for a material with a given name.

Arguments

  • const char * name - Material name.

Return value

Material smart pointer.

void reloadMaterials()

Reloads all loaded materials.

void destroyTextures()

Deletes all textures used by the loaded materials.

int replaceMaterial(const Ptr<Material> & material, const Ptr<Material> & new_material)

Replaces the material with the given one.

Arguments

  • const Ptr<Material> & material - A material to be replaced.
  • const Ptr<Material> & new_material - A replacing material.

Return value

1 if the material is replaced successfully; otherwise, 0.

Ptr<Material> findManualMaterial(const char * name)

Searches for a manual material by the given name.

Arguments

  • const char * name - A manual material name.

Return value

A manual material smart pointer.

Ptr<Material> findBaseMaterial(const char * name)

Searches for a base material by the given name.

Arguments

  • const char * name - A base material name.

Return value

A base material.

void createShaders()

Creates all shaders for the loaded materials.

int saveMaterials()

Saves changes made for all loaded materials.

Return value

1 if materials are saved successfully; otherwise, 0.

Ptr<Material> getMaterial(int num)

Returns the material by its number.

Arguments

  • int num - Material number.

Return value

A material.

Ptr<Material> findMaterialByPath(const char * path)

Searches for a material stored by the specified path.

Arguments

  • const char * path - A loading path of the material (including a material's name).

Return value

A material smart pointer.

Ptr<Material> loadMaterial(const char * path)

Loads a material stored by the given path. The function can be used to load materials created during application execution or stored outside the data directory.

Arguments

  • const char * path - A path to the material (including its name).

Return value

A loaded material.

void reloadShaders()

Reloads all shaders used by the loaded materials.

Ptr<Material> findMaterialByGUID(const UGUID & guid)

Searches for a material with the given GUID.

Arguments

  • const UGUID & guid - A material GUID.

Return value

A material smart pointer.

int isManualMaterial(const char * name)

Checks if the material with the given name is the manual one.

Arguments

  • const char * name - A material name.

Return value

1 if the material is the manual one; otherwise, 0.

int isBaseMaterial(const char * name)

Checks if the material with the given name is the base one.

Arguments

  • const char * name - A material name.

Return value

1 if the material is the base one; otherwise, 0.

void destroyShaders()

Deletes all shaders used for the loaded materials.

int getNumMaterials()

Returns the number of materials loaded for the current project.

Return value

The number of materials.

const char * getMaterialName(int num)

Returns a name of the material with the given number.

Arguments

  • int num - A material number.

Return value

A material name.

int removeMaterial(const UGUID & guid, int remove_file = 0, int remove_children = 1)

Deletes a material. If the remove_file flag is enabled, the material file will be deleted as well. If the flag is disabled, the deleted material will be loaded again on the next application start-up. If the remove_children flag is enabled, all the children of the material will be deleted as well.

Arguments

  • const UGUID & guid - GUID of the material to be removed.
  • int remove_file - Flag indicating if the material file will be deleted.
  • int remove_children - Flag indicating if all the children of the material will be also deleted.

Return value

1 if the material is deleted successfully; otherwise, 0.

Ptr<Material> findMaterialByFileGUID(const UGUID & guid)

Searches for a material with the given GUID of a material file.

Arguments

  • const UGUID & guid - A GUID of a material file.

Return value

A material smart pointer.
Last update: 26.04.2018