This page has been translated automatically.
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
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
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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

IG::SymbolsController Class

Warning
The functionality described in this article is not available in the Community SDK edition.
You should upgrade to Sim SDK edition to use it.
Header: #include <UnigineIG.h>

This class represents the IG Symbols Controller interface. A symbol is a single drawing primitive or a group of drawing primitives that may be drawn on a symbol surface (plane) within a particular view or placed in 3D space relative to a particular entity.

The following symbol types are available: Polyline, Text, Circle.

Notice
IG plugin must be loaded.

SymbolsController Class

Members


Symbol * createSymbol ( int type, int symbol_id ) #

Creates a new symbol.
Notice
Symbol must be immediately added to SymbolsPlane.

Arguments

  • int type - Type of the symbol:
    • 0 for POLYLINE
    • 1 for TEXT
    • 2 for CIRCLE
  • int symbol_id - ID of the symbol.

Return value

Pointer to the new created symbol interface.

Symbol * cloneSymbol ( int symbol_id, int new_symbol_id ) #

Clones a symbol with the specified ID.

Arguments

  • int symbol_id - ID of the symbol to be cloned.
  • int new_symbol_id - ID of the new symbol.

Return value

Pointer to the new cloned symbol interface.

SymbolsPlane * createPlane ( int plane_id, View * view ) #

Creates a new symbols surface (a virtual plane on which symbols are drawn).A new surface is placed in 3D space coincident with the near clipping plane of the specified view.

Arguments

  • int plane_id - ID of the symbol.
  • View * view - View relative to which a new symbols surface is to be placed.

Return value

Pointer to the new created symbols surface interface.

SymbolsPlane * createPlane ( int plane_id, Entity * entity ) #

Creates a new symbols surface (a virtual plane on which symbols are drawn). A new surface is placed in 3D space relative to the specified entity.

Arguments

  • int plane_id - ID of the symbol.
  • Entity * entity - Entity relative to which a new symbols surface is to be placed.

Return value

Pointer to the new created symbols surface interface.

Symbol * getSymbol ( int symbol_id ) #

Returns the interface of the specified symbol.

Arguments

  • int symbol_id - ID of the symbol.

Return value

Pointer to the symbol interface.

SymbolsPlane * getPlane ( int plane_id ) #

Returns the interface of the specified symbols surface (a virtual plane on which symbols are drawn).

Arguments

  • int plane_id - ID of the symbols surface.

Return value

Pointer to the symbols surface interface.

void removeSymbol ( int symbol_id ) #

Removes the symbol with the specified ID.

Arguments

  • int symbol_id - ID of the symbol to be removed.

void removePlane ( int plane_id ) #

Removes the symbols surface (plane) with the specified ID, and all symbols related to it.

Arguments

  • int plane_id - ID of the symbols surface (plane) to be removed.

void clear ( ) #

Removes all symbols and planes.
Last update: 2020-04-10
Build: ()