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 This version of documentation is OUTDATED, as it describes an older SDK version!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

Unigine.NodeDummy Class

Inherits: Node

A dummy node is a zero-sized node that has no visual representation. It is used to organize the other nodes into a hierarchy: the dummy node serves as a parent node and enables to organize the other nodes that are made its children into a group.

Notice
A bounding box of the dummy node is equal to the bounding boxes of all its child nodes combined together.

Creating a Dummy Node#

To create a dummy node, perform as follows:

  1. Create an instance of the NodeDummy class.
  2. Release script ownership so that the node can be added to UnigineEditor.
  3. 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.

Source code (C#)
// AppWorldLogic.cs

using Unigine;

namespace UnigineApp
{
	class AppWorldLogic : WorldLogic
	{

		public override bool Init()
		{
			// create a dummy node and release script ownership
			NodeDummy dummy = new NodeDummy();
			// set a name
			dummy.Name = "DummyNode";

			return true;
		}
	}
}

Organizing a Nodes Hierarchy#

To organize nodes in a hierarchy, perform as follows:

  1. Create an instance of the NodeDummy class.
  2. Release script ownership so that the node can be added to UnigineEditor.
  3. Create a node and add it as a child to the created dummy node.
  4. Add the dummy node to UnigineEditor (wherein, node ownership will be passed to the editor automatically).
Source code (C#)
// AppWorldLogic.cs

using Unigine;

#if UNIGINE_DOUBLE
using Vec3 = Unigine.dvec3;
using Mat4 = Unigine.dmat4;
#else
using Vec3 = Unigine.vec3;
using Mat4 = Unigine.mat4;
#endif

namespace UnigineApp
{
	class AppWorldLogic : WorldLogic
	{

		public override bool Init()
		{
            // create a dummy node
            NodeDummy root = new NodeDummy();
            // set a name for the node
            root.Name = "root";

            // create child nodes
            for (int y = -10; y <= 10; y++)
            {
                for (int x = -10; x <= 10; x++)
                {

                    // create a mesh
                    Mesh mesh = new Mesh();
                    mesh.AddBoxSurface("box_0", new vec3(1.0f));
                    // create a node (an instance of the ObjectMeshStatic class)
                    ObjectMeshStatic node = new ObjectMeshStatic(mesh);
                    // assign a material to the object's surfaces
                    for (int i = 0; i < node.NumSurfaces; i++)
                        node.SetMaterial("mesh_base", i);

                    // set node transformation
                    node.WorldTransform = MathLib.Translate(new Vec3(x * 2, y * 2, 0.0f));
                    // set a name for the node
                    node.Name = String.Format("mesh_{0}_{1}", x + 10, y + 10);
                    // add the node as a child to the root dummy node
                    root.addWorldChild(node);
                }
            }

			return 1;
		}
	}
}

NodeDummy Class

Members


static NodeDummy ( ) #

Constructor. Creates a dummy node.

static int type ( ) #

Returns the type of the node.

Return value

NodeDummy type identifier.
Last update: 2020-07-31
Build: ()