This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Landscape Tool
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Rebuilding the Engine 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
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Unigine::WorldOccluderMesh Class

Header: #include <UnigineWorlds.h>
Inherits from: Node
Read More

WorldOccluderMesh Class

Members


static WorldOccluderMeshPtr create ( ) #

Constructor. Creates a new world occluder mesh with the default distance value.

static WorldOccluderMeshPtr create ( const char * name ) #

Constructor. Creates a new world occluder mesh from the given *.mesh file.

Arguments

  • const char * name - A mesh file name.

void setDistance ( float distance ) #

Updates the distance between the camera and the bounding box of the occluder mesh, at which this occluder mesh becomes disabled (it isn't processed by the CPU, hence it isn't rendered). By default, the inf value is used.

Arguments

  • float distance - The distance in units.

float getDistance ( ) const#

Returns the current distance between the camera and the bounding box of the occluder mesh, at which this occluder mesh becomes disabled (it isn't processed by the CPU, hence it isn't rendered). By default, the inf value is used.

Return value

The distance in units.

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

Allows for reinitialization of the occluder mesh: the function copies a given mesh into the current mesh used for the occluder mesh.

Arguments

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

Return value

true if the mesh is copied successfully; otherwise, false.

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

Copies the current mesh, on which the occluder mesh is based, into the target mesh.

Arguments

Return value

true if the mesh is copied successfully; otherwise, false.

bool setMeshName ( const char * name, bool force_load = 0 ) #

Sets a new name for the mesh, on which the occluder mesh is based and forces loading of the mesh with the new name for the current occluder mesh.

Arguments

  • const char * name - A new name to be set for the mesh.
  • bool force_load - Force flag.
    • If true (1) is specified, the mesh with the new name will be loaded immediately.
    • If false (0) is specified, only the mesh name will be updated.

Return value

true (1) if:
  • The current mesh name coincides the new name.
  • The mesh with the new name has been loaded successfully.
  • The force flag is set to 0.
In other cases, false (0).

const char * getMeshName ( ) const#

Returns the name of the mesh, on which the occluder mesh is based.

Return value

Mesh name.

bool loadMesh ( const char * name ) #

Loads a mesh for the current occluder mesh from the file. This function doesn't change the mesh name.

Arguments

  • const char * name - The mesh file name.

Return value

true if the mesh is loaded successfully; otherwise, false.

bool saveMesh ( const char * name ) const#

Saves the mesh, on which the occluder mesh is based, into a file.

Arguments

  • const char * name - The mesh file name.

Return value

true if the mesh is saved successfully; otherwise, false.

static int type ( ) #

Returns the type of the node.

Return value

World type identifier.
Last update: 2021-12-13
Build: ()