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 This version of documentation is OUTDATED, as it describes an older SDK version!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

Import Data Structures

Warning
The functionality described in this article is not available in the Community SDK edition.
You should upgrade to Engineering / Sim SDK edition to use it.

This section describes basic metadata structures used to represent various scene objects, such as cameras, lights, meshes, etc.

Notice
These data structures are available via C++ API only.

ImportAnimation Structure#

This data structure contains metadata on an imported animation and has the following set of properties:

name Name of the animation.
min_time Start time of the animation in seconds.
max_time End time of the animation in seconds.
The ImportAnimation structure is declared as follows:
Source code (C++)
struct ImportAnimation
{
	String name;
	float min_time;
	float max_time;
};

ImportCamera Structure#

This data structure contains metadata on an imported camera and has the following set of properties:

node Scene node to which the camera is attached as an attribute.
data Camera metadata.
The ImportCamera structure is declared as follows:
Source code (C++)
struct ImportCamera
{
	ImportNode *node = nullptr;
	UserData *data = nullptr;
};

ImportLight Structure#

This data structure contains metadata on an imported light and has the following set of properties:

node Scene node to which the light is attached as an attribute.
data Light metadata.
The ImportLight structure is declared as follows:
Source code (C++)
struct ImportLight
{
	ImportNode *node = nullptr;
	UserData *data = nullptr;
};

ImportMesh Structure#

This data structure contains metadata on an imported mesh and has the following set of properties:

name Mesh name.
filepath Path to the mesh file.
animation_filepath Path to the animation file.
has_animations Flag indicating whether the mesh has aminations or not.
nodes List of nodes to which the mesh is attached as an attribute.
geometries Mesh geometry. A vector of ImportGeometry
The ImportMesh structure is declared as follows:
Source code (C++)
struct ImportMesh
{
	String name;
	String filepath;
	String animation_filepath;
	bool has_animations = false;
	Vector<ImportNode *> nodes;
	Vector<ImportGeometry> geometries;
};

ImportMaterial Structure#

This data structure contains metadata on an imported material and has the following set of properties:

name Material name.
filepath Path to the material's *.mat file.
data Material metadata.
The ImportMaterial structure is declared as follows:
Source code (C++)
struct ImportMaterial
{
	String name;
	String filepath;
	UserData *data = nullptr;
};

ImportNode Structure#

This data structure contains metadata on an imported node and has the following set of properties:

name Scene node name.
filepath Path to the node file.
parent Parent node.
children List of all node children.
mesh Mesh node attribute. ImportMesh structure pointer if a mesh attribute is assigned to the node; otherwise, nullptr.
light Light node attribute. ImportLight structure pointer if a light attribute is assigned to the node; otherwise, nullptr.
camera Camera node attribute. ImportCamera structure pointer if a camera attribute is assigned to the node; otherwise, nullptr.
transform Node's transformation matrix.
data Node metadata.
The ImportNode structure is declared as follows:
Source code (C++)
struct ImportNode
{
	String name;
	String filepath;

	ImportNode *parent;
	Vector<ImportNode *> children;

	ImportMesh *mesh = nullptr;
	ImportLight *light = nullptr;
	ImportCamera *camera = nullptr;
	Unigine::Math::dmat4 transform;
	UserData *data = nullptr;
};

ImportTexture Structure#

This data structure contains metadata on an imported texture and has the following set of properties:

filepath Path to the texture file.
original_filepath Path to the original texture file.
The ImportTexture structure is declared as follows:
Source code (C++)
struct ImportTexture
{
	String filepath;
	String original_filepath;
};

ImportSurface Structure#

This data structure contains metadata on an imported surface and has the following set of properties:

filepath Surface name.
filepath Path to the mesh file.
min_visible_distance Minimum visibility distance for the surface.
max_visible_distance Minimum visibility distance for the surface.
material Material assigned to the surface. ImportMaterial structure pointer if a material is assigned to the surface; otherwise, nullptr.
target_surface Morph target surface number if any; otherwise, -1.
data Surface metadata.
The ImportSurface structure is declared as follows:
Source code (C++)
struct ImportSurface
{
	String name;
	String filepath;
	float min_visible_distance = -Consts::INF;
	float max_visible_distance = Consts::INF;
	ImportMaterial *material = nullptr;
	int target_surface = -1;
	UserData *data = nullptr;
};

ImportGeometry Structure#

This data structure contains metadata on an imported geometry and has the following set of properties:

transform Transformation matrix.
surfaces List of surfaces as a vector of ImportSurface structures.
data Geometry metadata.
The ImportGeometry structure is declared as follows:
Source code (C++)
struct ImportGeometry
{
	Math::dmat4 transform;
	Vector<ImportSurfacegt; surfaces;
	UserData *data;
};
Last update: 2020-11-24
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