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Unigine.ObjectMeshClutter Class

Inherits from: Object

MeshClutter is used to scatter identical meshes (with the same material applied to their surfaces), as well as randomly scale and orient them. Scattered meshes are baked into one object, which allows for less cluttered spatial tree, reduces the number of texture fetches and speeds up rendering.

Meshes are rendered within a specified distance from the camera. Further than this distance, nodes fade out and then disappear completely.

You can use a mask to cut out clutter objects in the areas of intersection with other objects and decals (e.g. to remove vegetation under houses or from the surface of roads projected using decals).

Important Notes
#

The number of clutter elements in each cell is determined by the clutter Size along X and Y axes, as well as by Density and Step values. Relationship between these values in internal calculations may result in an invisible clutter (generated with empty cells), when the calculated density for cells becomes lower than 1 (each cell will have "less than 1 element" - meaning no clutter elements at all). Please take it into account when setting these values.

Number of clutter cells is calculated using the following formulas:

Source code (C++)
num_cells_x = max(Math::ftoi(Math::ceil(clutter_size_x / step)), 1);
num_cells_y = max(Math::ftoi(Math::ceil(clutter_size_y / step)), 1);

The size of each cell along X and Y axes is calculated as follows:

Source code (C++)
cell_size_x = clutter_size_x / Math::itof(num_cells_x);
cell_size_y = clutter_size_y / Math::itof(num_cells_y);

And the resulting cell density:

Source code (C++)
cell_density = cell_size_x * cell_size_y * density;

Example:

The default Step and Density values for the clutter are equal to 1.0f. Setting clutter size along any of the axes to a non-integer value with a non-zero fractional part (e.g., 200.1) automatically increases the number of cells along the corresponding axis by 1 (e.g. 201 instead of 200). This results in a cell size < 1, which makes cell density drop below 1.

ObjectMeshClutter Class

Properties

int CutoutInverse#

The A value indicating if the clutter objects is rendered inside or outside the areas determined by the cutout intersection mask.

int CutoutIntersectionMask#

The current cutout intersection mask. this mask allows you to cut out clutter objects in the areas of intersection with other objects and decals (e.g. can be used to remove vegetation under houses or from the surface of roads projected using decals). clutter objects will be cut out by objects and decals that have their intersection mask matching this one (one bit at least).
Notice
To set intersection masks the following methods can be used:

int MaskInverse#

The A flag indicating if clutter meshes are rendered inside or outside the mask mesh contour.

string MaskMeshName#

The name (path) of the current mesh used as a mask for the mesh clutter. this mesh should be plane.

int MaskMaxValue#

The maximum value of the mask application range.

int MaskMinValue#

The minimum value of the mask application range.

int MaskFlipY#

The A flag indicating if a mask is flipped by y axis.

int MaskFlipX#

The A flag indicating if a mask is flipped by x axis.

string MaskImageName#

The name of a mask image (in R8 format) that defines the placement of meshes.

float Angle#

The current angle cosine that defines the slope steepness appropriate for positioning meshes.

float Threshold#

The current density threshold (for a mask) starting from which meshes are rendered if placed dense enough.

float Density#

The current density factor that defines the number of meshes per square unit.
Notice
The number of clutter elements in each cell is determined by the clutter Size along X and Y axes, as well as by Density and Step values. Relationship between these values in internal calculations may result in an invisible clutter. When setting these values, please consider this information.

float Step#

The step for cells used to render meshes scattered by the mesh clutter.
Notice
The number of clutter elements in each cell is determined by the clutter Size along X and Y axes, as well as by Density and Step values. Relationship between these values in internal calculations may result in an invisible clutter. When setting these values, please consider this information.

float SizeX#

The current width of the mesh clutter along the X-axis.
Notice
The number of clutter elements in each cell is determined by the clutter Size along X and Y axes, as well as by Density and Step values. Relationship between these values in internal calculations may result in an invisible clutter. When setting these values, please consider this information.

float SizeY#

The current length of the mesh clutter along the Y-axis.
Notice
The number of clutter elements in each cell is determined by the clutter Size along X and Y axes, as well as by Density and Step values. Relationship between these values in internal calculations may result in an invisible clutter. When setting these values, please consider this information.

int Seed#

The seed used for pseudo-random positioning of meshes.

int SpawnCount#

The number of cells to be generated.

float FadeDistance#

The current distance up to which meshes scattered by the mesh clutter are fading out (that is, fewer meshes will be rendered instead of all). the distance is measured starting from the visible distance.
Notice
In order for a fade distance to be applied, visibility distance should not be infinite.

float VisibleDistance#

The current distance up to which meshes scattered by the mesh clutter are rendered.

bool Intersection#

The A value indicating whether meshes are scattered upon the ground (along its relief): either the terrain or a mesh set as a parent node.

bool Orientation#

The A value indicating whether meshes are oriented along the normals of the ground (either the terrain or a mesh set as a parent node).

bool Collision#

The value indicating if collisions with the object should be taken into account.
Notice
If the return value is 0 the new geometry will never be generated by collision detection request.

int TerrainMask#

The index of the Landscape Terrain mask currently used to define placement of meshes.

string MeshPath#

The path to the source .mesh-file of the base mesh scattered by mesh clutter.

Object.STREAMING_OBJECT_MESH MeshStreamingModeVRAM#

The Mesh streaming mode.

Object.STREAMING_OBJECT_MESH MeshStreamingModeRAM#

The Mesh streaming mode.

bool IsMeshLoadedVRAM#

The value indicating if the base mesh used for the object is loaded to video memory (VRAM).

bool IsMeshLoadedRAM#

The value indicating if the base mesh used for the object is loaded to memory (RAM).

bool IsMeshNull#

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

bool MeshProceduralMode#

The value indicating if the base 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 base static mesh is possible only if it is in the procedural mode.

Members


ObjectMeshClutter ( string path ) #

ObjectMeshClutter constructor. Creates a clutter using the path to the base mesh provided.

Arguments

  • string path - Path to the base mesh file.

ObjectMeshClutter ( ) #

Default ObjectMeshClutter constructor. Creates an empty clutter.

int SetMaskImage ( Image image, bool invalidate = 1 ) #

Sets an image (in R8 format) as a mask, that defines placement of meshes.

Arguments

  • Image image - Image instance.
  • bool invalidate - Invalidate flag. Set true to invalidate all mesh clutter cells; otherwise, set false. All invalidated cells will be regenerated.

Return value

1 if the mask image is successfully set; otherwise, 0.

int GetMaskImage ( Image image ) #

Writes the image that is currently used as a mask for placement of meshes to the given buffer.

Arguments

  • Image image - Image buffer to store a mask into.

Return value

1 if the mask image is successfully written into the buffer; otherwise, 0.

void SetMaskImageName ( string image_name, bool invalidate = 1 ) #

Sets the path to a mask image (in R8 format) that defines the placement of meshes.

Arguments

  • string image_name - Path to the mask image.
  • bool invalidate - Invalidate flag. Set true to invalidate all mesh clutter cells; otherwise, set false. All invalidated cells will be regenerated.

int SetMaskMesh ( Mesh mesh, bool invalidate = 1 ) #

Sets a mesh to be used as a mask on-the-fly. Limitations:
  • Before the method is called, another mesh must be set via setMaskMeshName() first.
  • If the world is reloaded, the mesh set via setMaskMeshName() will be loaded.
  • If the memory limit is exceeded, the new mesh might be replaced with the mesh set via setMaskMeshName().

Arguments

  • Mesh mesh - Mesh instance.
  • bool invalidate - Invalidate flag. Set true to invalidate all mesh clutter cells; otherwise, set false. All invalidated cells will be regenerated.

Return value

1 if the mesh is set successfully; otherwise - 0.

int GetMaskMesh ( Mesh mesh ) #

Copies the current mask mesh (if it exists) to the specified target mesh.

Arguments

  • Mesh mesh - Mesh instance to copy the current mask mesh to.

Return value

1 if mesh mask exists; otherwise - 0.

void SetMaskMeshName ( string mesh_name, bool invalidate = 1 ) #

Sets a mesh to be used as a mask for the mesh clutter. This mesh should be plane.

Arguments

  • string mesh_name - Path to the *.mesh file.
  • bool invalidate - Invalidate flag. Set true to invalidate all mesh clutter cells; otherwise, set false. All invalidated cells will be regenerated.

void CreateClutterTransforms ( ) #

Creates transformations for all clutter meshes.

void SetMaxScale ( float mean, float spread ) #

Sets the scale for meshes in the areas with high density (according to the mask). With the minimum scale it is possible to automatically render, for example, big trees in the center of the forest. A spread value allows you to control the range of scales relative to the mean value.

Arguments

  • float mean - Scale mean value.
  • float spread - Maximum spread value to randomly upscale or downscale objects.

float GetMaxScaleMean ( ) #

Returns the scale mean value for meshes in the areas with high density (according to the mask).

Return value

Scale mean value.

float GetMaxScaleSpread ( ) #

Returns the scale spread value that controls the range of mesh scales in the areas with high density (according to the mask).

Return value

Scale spread value.

void SetMeshesRotation ( vec3 mean, vec3 spread ) #

Sets the parameters of pseudo-random rotation of meshes along X, Y and Z axes.

Arguments

  • vec3 mean - Mean values of meshes rotation angles, in degrees.
  • vec3 spread - Maximum spread values of meshes rotation angles, in degrees.

vec3 GetMeshesRotationMean ( ) #

Returns the vector of mean values of meshes rotation along X, Y and Z axes.

Return value

Mean values of meshes rotation angles, in degrees.

vec3 GetMeshesRotationSpread ( ) #

Returns the vector of spread values of meshes rotation along X, Y and Z axes.

Return value

Maximum spread values of meshes rotation angles, in degrees.

void SetMinScale ( float mean, float spread ) #

Sets the scale for meshes in the areas with low density (according to the mask). With the minimum scale it is possible to automatically render, for example, small trees at the forest border. A spread value allows you to control the range of scales relative to the mean value.

Arguments

  • float mean - Scale mean value.
  • float spread - Maximum spread value to randomly upscale or downscale objects.

float GetMinScaleMean ( ) #

Returns the scale mean value for meshes in the areas with low density (according to the mask).

Return value

Scale mean value.

float GetMinScaleSpread ( ) #

Returns the scale spread value that controls the range of mesh scales in the areas with low density (according to the mask).

Return value

Scale spread value.

void SetOffset ( float mean, float spread ) #

Sets the vertical offset that determines the placement of meshes above or below the surface.

Arguments

  • float mean - Mean value of the offset in units.
  • float spread - Spread value of the offset in units.

float GetOffsetMean ( ) #

Returns the current mean value of the vertical offset that determines the placement of meshes above or below the surface.

Return value

Mean value of the offset in units.

float GetOffsetSpread ( ) #

Returns the current spread value of the vertical offset that determines the placement of meshes above or below the surface.

Return value

Spread value of the offset in units.

void ApplyMeshProcedural ( Mesh mesh ) #

Sets the specified mesh as the base mesh for the object. The object must be in the procedural mesh mode.
Source code (C#)
ObjectMeshClutter my_mesh_clutter;
// ...

// switch the object to procedural mesh mode
my_mesh_clutter.MeshProceduralMode = true;

// update the source mesh of the "my_mesh_clutter" object via the source_mesh instance
my_mesh_clutter.ApplyMeshProcedural(source_mesh);

Arguments

  • Mesh mesh - Mesh to be applied.

void Invalidate ( ) #

Invalidates all mesh clutter cells. All invalidated cells will be regenerated.

void Invalidate ( WorldBoundBox bounds ) #

Invalidates all mesh clutter cells within the area specified by the given bounding box. All invalidated cells will be regenerated.

Arguments

  • WorldBoundBox bounds - Bounding box, defining the area, where mesh clutter cells will be regenerated.

static int type ( ) #

Returns the node type.

Return value

Node type identifier.

void ClearClutterExcludes ( ) #

Restores all cells removed by the calls to the setClutterExclude() method. Restored cells will be regenerated.

void SetClutterExclude ( WorldBoundBox bounds, int exclude ) #

Removes all cells within the area specified by the given bounding box. Generation of these cells will be skipped. This method can be used to replace some parts of the clutter with modified meshes (e.g., broken trees within the area around the shell crater in the forest).

Arguments

  • WorldBoundBox bounds - Bounding box, defining the area, where mesh clutter cells will not be generated.
  • int exclude - Exclude flag. Set 1 to remove all mesh clutter cells within the area; otherwise, set 0 to restore the removed ones. Restored cells will be regenerated.

bool GetClutterTransforms ( WorldBoundBox bounds, mat4[] OUT_transforms, bool precise = 1, bool force = 1 ) #

Collects transformations for all clutter meshes in the generated cells within the area specified by the given bounding box and puts them to the specified buffer.
Notice
Generation of clutter cells is performed in separate threads. Some of the cells may have their lifetime expired. Therefore, the content of certain cells might be unavailable at the moment, such cells are considered as not generated.

Arguments

  • WorldBoundBox bounds - Bounding box, defining the area, for which the transformations of clutter meshes are to be collected.
  • mat4[] OUT_transforms - Buffer to store transformations of clutter meshes.
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.
  • bool precise - Precision flag:
    • 1 - transformations will be collected for clutter meshes within the specified bounding box
    • 0 - transformations will be collected for clutter meshes within the cells intersected by the specified bounding box
  • bool force - Force flag.
    • 1 - regenerate all cells within the area, that were not generated, before collecting transformations for the meshes inside them.
    • 0 - transformations will be collected only for the meshes inside the clutter cells, that were generated.

Return value

1, if there are transformations of clutter meshes; or 0, if there are no transformations of clutter meshes found.

bool GetClutterTransforms ( mat4[] OUT_transforms ) #

Collects transformations for all clutter meshes within the generated cells and puts them to the specified buffer.
Notice
Generation of clutter cells is performed in separate threads. Some of the cells may have their lifetime expired. Therefore, the content of certain cells might be unavailable at the moment, such cells are considered as not generated.

Arguments

  • mat4[] OUT_transforms - Buffer to store transformations of clutter meshes.
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.

Return value

1, if there are transformations of clutter meshes; or 0, if there are no transformations of clutter meshes found.

bool GetClutterWorldTransforms ( WorldBoundBox bounds, mat4[] OUT_transforms, bool precise = 1, bool force = 1 ) #

Collects transformations (in world coordinates) for all clutter meshes in the generated cells within the area specified by the given bounding box and puts them to the specified buffer.
Notice
Generation of clutter cells is performed in separate threads. Some of the cells may have their lifetime expired. Therefore, the content of certain cells might be unavailable at the moment, such cells are considered as not generated.

Arguments

  • WorldBoundBox bounds - Bounding box, defining the area, for which the transformations of clutter meshes are to be collected.
  • mat4[] OUT_transforms - Buffer to store transformations of clutter meshes, in world coordinates.
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.
  • bool precise - Precision flag:
    • 1 - transformations will be collected for clutter meshes within the specified bounding box
    • 0 - transformations will be collected for clutter meshes within the cells intersected by the specified bounding box
  • bool force - Force flag.
    • 1 - regenerate all cells within the area, that were not generated, before collecting transformations for the meshes inside them.
    • 0 - transformations will be collected only for the meshes inside the clutter cells, that were generated.

Return value

1, if there are transformations of clutter meshes; or 0, if there are no transformations of clutter meshes found.

bool GetClutterWorldTransforms ( mat4[] OUT_transforms ) #

Collects transformations (in world coordinates) for all clutter meshes within the generated cells and puts them to the specified buffer.
Notice
Generation of clutter cells is performed in separate threads. Some of the cells may have their lifetime expired. Therefore, the content of certain cells might be unavailable at the moment, such cells are considered as not generated.

Arguments

  • mat4[] OUT_transforms - Buffer to store transformations of clutter meshes, in world coordinates.
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.

Return value

1, if there are transformations of clutter meshes; or 0, if there are no transformations of clutter meshes found.

int GetClutterLocalTransforms ( BoundBox bounds, mat4[] OUT_transforms, int precise = 1, int force = 1 ) #

Collects transformations (in local coordinates) for all clutter meshes within the generated cells and puts them to the specified buffer.
Notice
Generation of clutter cells is performed in separate threads. Some of the cells may have their lifetime expired. Therefore, the content of certain cells might be unavailable at the moment, such cells are considered as not generated.

Arguments

  • BoundBox bounds - Bounding box, defining the area, for which the transformations of clutter meshes are to be collected.
  • mat4[] OUT_transforms - Buffer to store transformations of clutter meshes, in local coordinates.
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.
  • int precise - Precision flag:
    • 1 - transformations will be collected for clutter meshes within the specified bounding box
    • 0 - transformations will be collected for clutter meshes within the cells intersected by the specified bounding box
  • int force - Force flag.
    • 1 - regenerate all cells within the area, that were not generated, before collecting transformations for the meshes inside them.
    • 0 - transformations will be collected only for the meshes inside the clutter cells, that were generated.

Return value

1, if there are transformations of clutter meshes; or 0, if there are no transformations of clutter meshes found.

MeshStatic GetMeshInfo ( ) #

Returns the base mesh that stores data on mesh bounds, surfaces, their number, names, and bounds, but doesn't contain any geometry.
Notice
It's highly recommended NOT to edit the returned mesh.

Return value

A base static mesh used for the object.

MeshStatic GetMeshForce ( ) #

Returns the base mesh used for the object. The returned static mesh won't be loaded to VRAM.
Notice
It's highly recommended NOT to edit the returned mesh.

Return value

A base static mesh used for the object.

MeshStatic GetMeshAsync ( ) #

Returns the base mesh used for the object asynchronously. This function can be called if the mesh hasn't been loaded yet.
Notice
It's highly recommended NOT to edit the returned mesh.

Return value

A base static mesh used for the object.

MeshStatic GetMeshForceVRAM ( ) #

Returns the base mesh used for the object and loads it to video memory (VRAM). 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 base static mesh used for the object.

MeshStatic GetMeshAsyncVRAM ( ) #

Returns the base mesh used for the object asynchronously and loads it to video memory (VRAM). 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 base static 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.
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.
Last update: 19.04.2024
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