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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 This version of documentation is OUTDATED, as it describes an older SDK version!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.PlayerPersecutor Class

Inherits: Player

This class is used to create a free flying camera without a physical body that follows the target node at the specified distance. The exact point of the target it follows is called an anchor. The persecutor can either turn around its target or its viewing direction can be fixed. Just like PlayerSpectator it is approximated with a sphere, which allows it to collide with objects (but it cannot, for example, to push or interact with them).

See Also#

A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/players/ folder:

  • persecutor_00
  • persecutor_01

PlayerPersecutor Class

Properties

int NumContacts#

The number of contacts, in which the player's capsule participates.

float ThetaAngle#

The theta angle (zenith angle, also known as pitch angle). this angle determines the vertical viewing direction, i.e. upwards or downwards. if a positive value is returned, the player looks upwards; if a negative value is returned, the player looks downwards. the value is clamped between the minimum and the maximum theta angle.
set
Sets the theta angle of the player (zenith angle, also known as pitch angle). This angle determines the vertical viewing direction, i.e. upwards or downwards. The value will be clamped between the minimum and the maximum theta angle.
set value - New angle in degrees in range [-90;90]. If a positive value is specified, the player will look upwards; if a negative value is specified, the player will look downwards.

float PhiAngle#

The phi angle (azimuth angle, also known as yaw angle). this angle determines the horizontal viewing direction, i.e. left or right. positive values rotate the player right; negative values rotate the player left.
set
Sets the phi angle (azimuth angle, also known as yaw angle). This angle determines the horizontal viewing direction, i.e. left or right.
set value - New angle in degrees. Positive values rotate the player to the right; negative values rotate it to the left.

float Distance#

The current distance between the target and the persecutor. the value is clamped between the minimum and the maximum distance values.
set
Sets a distance between the target node and the persecutor. The value will be clamped between the minimum and the maximum distance values.
set value - New distance in units.

float Turning#

A velocity of player turning.
set
Sets a velocity of player turning.
set value - Turning velocity in degrees per second. If a negative value is provided, 0 will be used instead.

float MaxThetaAngle#

The maximum theta angle (zenith angle, also known as pitch angle) that determines how far downward the player can look. the higher the value, the further down the player can look.
set
Sets the maximum theta angle (zenith angle, also known as pitch angle) that determines how far downward the player can look.
set value - New angle in degrees in range [0;90]. The higher the value, the further down the player can look.

float MinThetaAngle#

The minimum theta angle (zenith angle, also known as pitch angle) that determines how far upward the player can look. the lower the value, the further up the player can look.
set
Sets the minimum theta angle (zenith angle, also known as pitch angle) that determines how far upward the player can look.
set value - New angle in degrees in range [-90;0]. The lower the value, the further up the player can look.

float MaxDistance#

The maximum possible distance between the persecutor and the target.
set
Sets the maximum possible distance between the persecutor and the target.
set value - New distance in units.

float MinDistance#

The minimum possible distance between the persecutor and the target.
set
Sets the minimum possible distance between the persecutor and the target.
set value - New distance in units.

vec3 Anchor#

Coordinates of an anchor point (in the target node local coordinates), to which the persecutor is bound.
set
Sets coordinates of an anchor point (in the target node local coordinates), to which the persecutor is bound.
set value - Anchor coordinates.

Node Target#

The object currently followed by the persecutor.
set
Sets an object, which will be followed by the persecutor.
set value - New target node.

float CollisionRadius#

Radius of the persecutor's collision sphere.
set
Sets the radius of the persecutor's collision sphere.
set value - New radius of the collision sphere.

int CollisionMask#

A collision mask of the persecutor's collision sphere. two objects collide, if they both have matching masks.
set
Sets a collision mask for the persecutor's collision sphere. Two objects collide, if they both have matching masks.
set value - An integer value, each bit of which is a mask.

int Collision#

A value indicating if collisions with persecutor's sphere should be taken into account.
set
Sets a value indicating if collisions with persecutor's sphere should be taken into account.
set value - Positive number to allow collisions, 0 to let the persecutor fly through objects.

bool IsFixed#

A value indicating if the persecutor can freely rotate around its target or it is oriented strictly in one direction. the fixed viewing direction is the same direction the persecutor was looking in when the setFixed() function is called, though it can be reset to another one afterwards.
set
Sets a value indicating if the persecutor can freely rotate around its target or it is oriented strictly in one direction. The fixed viewing direction is the same direction the persecutor was looking in when this function is called, though it can be reset to another one afterwards.
set value - Positive number to move independently, 0 to follow the target.

Members


static PlayerPersecutor ( ) #

Constructor. Creates a new persecutor with default properties.

float GetContactDepth ( int contact ) #

Returns penetration depth by the given contact.

Arguments

  • int contact - Contact number.

Return value

Penetration depth.

vec3 GetContactNormal ( int contact ) #

Returns a normal of the contact point, in world coordinates.

Arguments

  • int contact - Contact number.

Return value

Normal of the contact point..

Object GetContactObject ( int contact ) #

Returns an object participating in the contact with the player (used for collisions with physical object).

Arguments

  • int contact - Contact number.

Return value

Object in contact.

vec3 GetContactPoint ( int contact ) #

Returns world coordinates of the contact point.

Arguments

  • int contact - Contact number.

Return value

Contact point.

Shape GetContactShape ( int num ) #

Returns a shape that collided with the player.

Arguments

  • int num - Contact number.

Return value

Shape in contact.

int GetContactSurface ( int contact ) #

Returns the surface of the current object, which is in contact (used for collisions with non-physical object).

Arguments

  • int contact - Contact number.

Return value

Surface number.

static int type ( ) #

Returns the type of the player.

Return value

PlayerPersecutor type identifier.
Last update: 2020-04-10
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