NodeTrigger Class
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScipt (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.
Inherits: | Node |
A trigger node is a zero-sized node that has no visual representation and fires callbacks when:
- It is enabled/disabled (the enabled callback function is called).
- Its transformation is changed (the position callback function is called).
For example, to detect if some node has been enabled (for example, a world clutter node that renders nodes only around the camera has enabled it), the trigger node is added as a child to this node and fires the corresponding callback.
Creating a Trigger Node#
To create a trigger node, simply call the NodeTrigger constructor and then add the node as a child to another node, for which callbacks should be fired.
#include <core/unigine.h>
int init() {
NodeTrigger trigger;
ObjectMeshStatic object;
// create a mesh
Mesh mesh = new Mesh();
mesh.addBoxSurface("box_0", vec3(1.0f));
// create a node (e.g. an instance of the ObjectMeshStatic class)
object = new ObjectMeshStatic(mesh);
// assign a material and a property to the node
object.setMaterial("mesh_base", "*");
object.setMaterialParameterFloat4("albedo_color", vec4(1.0f, 0.0f, 0.0f, 1.0f), 0);
// release script ownership
node_remove(object);
// create a trigger node
trigger = new NodeTrigger();
node_remove(trigger);
// add it as a child to the static mesh
object.addWorldChild(trigger);
return 1;
}
Editing a Trigger Node#
Editing a trigger node includes implementing and specifying the enabled and position callbacks that are fired on enabling or positioning the trigger node correspondingly.
See Also#
- A C++ API sample <UnigineSDK>/source/samples/Api/Nodes/NodeTrigger
- A C# API sample located in the <UnigineSDK>/source/csharp/samples/Api/Nodes/NodeTrigger folder
NodeTrigger Class
Members
static NodeTrigger ( ) #
Constructor. Creates a new trigger node.void setEnabledCallback ( int func ) #
Sets a callback function to be fired when the trigger node is enabled. The callback function must receive a Node as its first argument. In addition, it can also take 2 arguments of any type.// implement the enabled callback
void enabled_callback(Node node) {
log.message("The enabled flag is %d\n", node.isEnabled());
}
NodeTrigger trigger;
int init() {
// create a trigger node
trigger = new NodeTrigger();
// set the enabled callback to be fired when the node is enabled/disabled
trigger.setEnabledCallback(functionid(enabled_callback));
return 1;
}
Arguments
- int func - Callback function identifier.
void setEnabledCallbackName ( string name ) #
Sets a callback function to be fired when the trigger node is enabled. The callback function can take no arguments, a Node or a NodeTrigger.The method allows for setting a callback with 0 or 1 argument only. To set the callback with additional arguments, use setEnabledCallback().
// implement the enabled callback
void enabled_callback(Node node) {
log.message("The enabled flag is %d\n", node.isEnabled());
}
NodeTrigger trigger;
int init() {
// create a trigger node
trigger = new NodeTrigger();
// set the enabled callback to be fired when the node is enabled/disabled
trigger.setEnabledCallbackName("enabled_callback");
return 1;
}
Arguments
- string name - Name of the callback function implemented in the world script (UnigineScript side).
string getEnabledCallbackName ( ) #
Returns the name of callback function to be fired on enabling the trigger node. This callback function is set via setEnabledCallbackName().Return value
Name of the callback function implemented in the world script (UnigineScript side).void setPositionCallback ( int func ) #
Sets a callback function to be fired when the trigger node position has changed. The callback function must receive a Node as its first argument. In addition, it can also take 2 arguments of any type.// implement the position callback
void position_callback(Node node) {
log.message("A new position of the node is %s\n", typeinfo(node.getWorldPosition()));
}
NodeTrigger trigger;
int init() {
// create a trigger node
trigger = new NodeTrigger();
// set the position callback to be fired when the node position is changed
trigger.setPositionCallback(functionid(position_callback));
return 1;
}
Arguments
- int func - Callback function identifier.
void setPositionCallbackName ( string name ) #
Sets a callback function to be fired when the trigger node position has changed. The callback function can take no arguments or a Node or a NodeTrigger as the first argument.The method allows for setting a callback with 0 or 1 argument only. To set the callback with additional arguments, use setPositionCallback().
// implement the position callback
void position_callback(Node node) {
log.message("A new position of the node is %s\n", typeinfo(node.getWorldPosition()));
}
NodeTrigger trigger;
int init() {
// create a trigger node
trigger = new NodeTrigger();
// set the position callback to be fired when the node position is changed
trigger.setPositionCallbackName("position_callback");
return 1;
}
Arguments
- string name - Name of the callback function implemented in the world script (UnigineScript side).
string getPositionCallbackName ( ) #
Returns the name of callback function to be fired on changing the trigger node position. This function is set by using the setPositionCallbackName() function.Return value
Name of the callback function implemented in the world script (UnigineScript side).Last update:
2020-07-31
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