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
Физика
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
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
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
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::Primitives Class

Header: #include <UniginePrimitives.h>

This class contains methods enabling you to create geometry primitives - dynamic meshes of the predefined forms, or add surfaces of the predefined forms to already existing dynamic meshes.

Usage Example#

Here is a small example demonstrating how to create a capsule primitive and add a box surface to it:

Source code (C++)
#include <UnigineObjects.h>
#include <UniginePrimitives.h>
// ...

// Creating a capsule-shape primitive with the specified parameters
ObjectMeshDynamicPtr MyPrimitive = Primitives::createCapsule(0.5f, 3, 16, 32);

// Adding a box-shape surface to the created capsule
Primitives::addBoxSurface(MyPrimitive, vec3(2.0f), mat4_identity);

Primitives Class

Members


Ptr<ObjectMeshDynamic> createBox ( const Math::vec3 & size ) #

Creates a dynamic mesh in a form of a box.

Arguments

  • const Math::vec3 & size - Box size along the X, Y and Z axes.

Return value

ObjectMeshDynamic instance.

Ptr<ObjectMeshDynamic> createCapsule ( float radius, float height, int stacks = 16, int slices = 32 ) #

Creates a dynamic mesh in a form of a capsule.

Arguments

  • float radius - Capsule radius.
  • float height - Capsule height.
  • int stacks - Number of stacks that divide the capsule radially.
  • int slices - Number of slices that divide the capsule horizontally.

Return value

ObjectMeshDynamic instance.

Ptr<ObjectMeshDynamic> createCylinder ( float radius, float height, int stacks = 1, int slices = 32 ) #

Creates a dynamic mesh in a form of a cylinder.

Arguments

  • float radius - Cylinder radius.
  • float height - Cylinder height.
  • int stacks - Number of stacks that divide the cylinder radially.
  • int slices - Number of slices that divide the cylinder horizontally.

Return value

ObjectMeshDynamic instance.

Ptr<ObjectMeshDynamic> createDodecahedron ( float radius ) #

Creates a dynamic mesh in a form of a dodecahedron.

Arguments

  • float radius - Dodecahedron radius.

Return value

ObjectMeshDynamic instance.

Ptr<ObjectMeshDynamic> createIcosahedron ( float radius ) #

Creates a dynamic mesh in a form of an icosahedron.

Arguments

  • float radius - Icosahedron radius.

Return value

ObjectMeshDynamic instance.

Ptr<ObjectMeshDynamic> createPlane ( float width, float height, float step ) #

Creates a dynamic mesh in a form of a plane. It is divided into equal squares whose size is defined by the given step.

Arguments

  • float width - Plane width.
  • float height - Plane height.
  • float step - Step of surface subdivision (vertical and horizontal).

Return value

ObjectMeshDynamic instance.

Ptr<ObjectMeshDynamic> createPrism ( float size_0, float size_1, float height, int sides = 8 ) #

Creates a dynamic mesh in a form of a prism.

Arguments

  • float size_0 - Radius of the circle circumscribed about the top prism base.
  • float size_1 - Radius of the circle circumscribed about the bottom prism base.
  • float height - Height of the prism.
  • int sides - Number of the prism faces.

Return value

ObjectMeshDynamic instance.

Ptr<ObjectMeshDynamic> createSphere ( float radius, int stacks = 16, int slices = 32 ) #

Creates a dynamic mesh in a form of a sphere.

Arguments

  • float radius - Sphere radius.
  • int stacks - Number of stacks that divide the sphere radially.
  • int slices - Number of slices that divide the sphere horizontally.

Return value

ObjectMeshDynamic instance.

void addBoxSurface ( Ptr<ObjectMeshDynamic> & object, const Math::vec3 & size, const Math::mat4 & transform ) #

Appends a box of the specified size to ObjectMeshDynamic.

Arguments

void addCapsuleSurface ( Ptr<ObjectMeshDynamic> & object, float radius, float height, const Math::mat4 & transform, int stacks = 16, int slices = 32 ) #

Appends a capsule of the specified size to ObjectMeshDynamic. The stacks and slices specify the surface's subdivision.

Arguments

  • Ptr<ObjectMeshDynamic> & object - ObjectMeshDynamic instance.
  • float radius - Capsule radius.
  • float height - Capsule height along the central axis.
  • const Math::mat4 & transform - Capsule transformation matrix.
  • int stacks - Number of stacks that divide the capsule radially.
  • int slices - Number of slices that divide the capsule horizontally.

void addCylinderSurface ( Ptr<ObjectMeshDynamic> & object, float radius, float height, const Math::mat4 & transform, int stacks = 1, int slices = 32 ) #

Appends a cylinder of the specified size to ObjectMeshDynamic. The stacks and slices specify the surface's subdivision.

Arguments

  • Ptr<ObjectMeshDynamic> & object - ObjectMeshDynamic instance.
  • float radius - Cylinder radius.
  • float height - Cylinder height.
  • const Math::mat4 & transform - Cylinder transformation matrix.
  • int stacks - Number of stacks that divide the cylinder radially.
  • int slices - Number of slices that divide the cylinder horizontally.

void addDodecahedronSurface ( Ptr<ObjectMeshDynamic> & object, float radius, const Math::mat4 & transform ) #

Appends a dodecahedron (a polyhedron with twelve flat faces) of the specified size to ObjectMeshDynamic.

Arguments

void addIcosahedronSurface ( Ptr<ObjectMeshDynamic> & object, float radius, const Math::mat4 & transform ) #

Appends a icosahedron (a polyhedron with twenty flat faces) of the specified size to ObjectMeshDynamic.

Arguments

void addPlaneSurface ( Ptr<ObjectMeshDynamic> & object, float width, float height, float step, const Math::mat4 & transform ) #

Appends a plane surface to the dynamic mesh. The plane is divided into equal squares, size of which is defined by the given step.

Arguments

  • Ptr<ObjectMeshDynamic> & object - ObjectMeshDynamic instance.
  • float width - Width of the plane.
  • float height - Height of the plane.
  • float step - Step of surface subdivision (vertical and horizontal).
  • const Math::mat4 & transform - Plane transformation matrix.

void addPrismSurface ( Ptr<ObjectMeshDynamic> & object, float size_0, float size_1, float height, const Math::mat4 & transform, int sides = 8 ) #

Appends a prism to the dynamic mesh.

Arguments

  • Ptr<ObjectMeshDynamic> & object - ObjectMeshDynamic instance.
  • float size_0 - Radius of the circle circumscribed about the top prism base.
  • float size_1 - Radius of the circle circumscribed about the bottom prism base.
  • float height - Dimension of the prism's central axis.
  • const Math::mat4 & transform - Prism transformation matrix.
  • int sides - Number of the prism faces.

void addSphereSurface ( Ptr<ObjectMeshDynamic> & object, float radius, const Math::mat4 & transform, int stacks = 16, int slices = 32 ) #

Appends a sphere surface to the dynamic mesh. The stacks and slices specify the surface's subdivision.

Arguments

  • Ptr<ObjectMeshDynamic> & object - ObjectMeshDynamic instance.
  • float radius - Sphere radius.
  • const Math::mat4 & transform - Transformation matrix.
  • int stacks - Number of stacks that divide the sphere radially.
  • int slices - Number of slices that divide the sphere horizontally.
Last update: 06.04.2022
Build: ()