NodeLayer Class
Inherits: | Node |
A layer node is a zero-sized node that has no visual representation and enables to save all its child nodes into a separate .node file. Layer nodes should be used to split the world into several logical parts and save each of them in a .node file so that each layer and its child nodes can be edited without affecting the source .world file.
Creating a Layer#
To create a layer node, perform as follows:
- Create an instance of the NodeLayer class.
- Release script ownership so that the node can be added to UnigineEditor.
- Add the node to UnigineEditor (wherein, node ownership will be passed to the editor automatically).
You can also specify such settings as a name, transformation and so on.
#include <core/unigine.h>
int init() {
// create a layer node
NodeLayer layer = new NodeLayer();
// set a name
layer.setName("LayerNode");
}
Editing a Layer#
Editing a layer node includes adding, deleting, modifying its child nodes. For example, you can add new nodes as follows:
#include <core/unigine.h>
int init() {
// create a layer node
NodeLayer layer = new NodeLayer();
// set a name for the node
layer.setName("layer_0");
// release script ownership
class_remove(layer);
// create a mesh
Mesh mesh = new Mesh();
mesh.addBoxSurface("box_0", vec3(1.0f));
// create a node (e.g. an instance of the ObjectMeshDynamic class)
ObjectMeshDynamic node = new ObjectMeshDynamic(mesh);
// assign a material to the surfaces of the object
for (int i = 0; i < node.getNumSurfaces(); i++)
{
node.setMaterial("mesh_base", i);
}
// set node transformation
node.setWorldTransform(translate(Vec3(x * 2, y * 2, 0.0f)));
// set a name for the node
node.setName(format("mesh_%d_%d", x + 10, y + 10));
// release script ownership of the node
class_remove(node);
// add the node as a child to the layer node
layer.addWorldChild(node);
return 1;
}
Saving a Layer#
Changes made in the child nodes of the layer node can be saved on the disk by saving the world. The nodes will be saved in the separate .node file specified for the layer, not in the .world file.
#include <core/unigine.h>
int init() {
// create a layer node
NodeLayer layer = new NodeLayer("unigine_project/nodes/layer_0.node");
// set a name for the node
layer.setName("layer_0");
// release script ownership
node_remove(layer);
// create child nodes
for (int y = -4; y <= 4; y++)
{
for (int x = -4; x <= 4; x++)
{
// create a mesh
Mesh mesh = new Mesh();
mesh.addBoxSurface("box_0", vec3(1.0f));
// create a node (e.g. an instance of the ObjectMeshDynamic class)
ObjectMeshDynamic node = new ObjectMeshDynamic(mesh);
// assign a material to the surfaces of the object
for (int i = 0; i < node.getNumSurfaces(); i++)
{
node.setMaterial("mesh_base", i);
}
// set node transformation
node.setWorldTransform(translate(Vec3(x * 2, y * 2, 0.0f)));
// set a name for the node
node.setName(format("mesh_%d_%d", x + 4, y + 4));
// release script ownership
node_remove(node);
// add the node as a child to the layer node
layer.addWorldChild(node);
}
}
// save the world
engine.console.run("world_save unigine_project");
return 1;
}
Instead of saving the world, you can manually save child nodes of the layer into the .node file by using the engine.world.saveNodes() function:
// declare an array of nodes
Node nodes[0] = ();
// add child nodes of the layer to the declared array
for (int i = 0; i < layer.getNumChildren(); i++) {
nodes.append(layer.getChild(i));
}
// save nodes to the .node file
if (engine.world.saveNodes(layer.getNodeName(), nodes) == 0) {
log.error("Layer hasn't been saved\n");
}
See Also#
- Article on Layer
NodeLayer Class
Members
static NodeLayer ( string name ) #
Constructor. Creates a node layer with specified file name to store it.Arguments
- string name - Name of the layer.
void setNodeName ( string name ) #
Updates the name of the node layer: a path to a .node file where child nodes of the layer are stored.Arguments
- string name - Path to a .node file.