IG::Entity Class
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Header: | #include <plugins/UnigineIG.h> |
Entity Class
Enums
STATE#
Name | Description |
---|---|
INACTIVE = | The entity is inactive. |
ACTIVE = | The entity is active. |
DESTROYED = | The entity is destroyed. |
CLAMP#
CLAMP_HEIGHT_MODE#
ANIM_DIR#
Name | Description |
---|---|
ANIM_DIR_FORWARD = | Forward direction of the entity animation playback. |
ANIM_DIR_BACKWARD = | Backward direction of the entity animation playback. |
ANIM_LOOP#
Name | Description |
---|---|
ANIM_LOOP_ONESHOT = | Oneshot mode of the entity animation playback. |
ANIM_LOOP_CONTINUOUS = | Continuous mode of the entity animation playback. |
ANIM_STATE#
COORD_SYSTEM#
Members
int getID ( ) #
Returns the unique ID of the entity instance.Return value
Entity ID.const Ptr<Node> & getNode ( ) #
Returns the node assigned to the entity.Return value
Node assigned to the entity.const Ptr<NodeReference> & getNodeReference ( ) #
Returns the node reference assigned to the entity.Return value
NodeReference assigned to the entity.void setGeoPosition ( const Math::Vec3 & position ) #
Sets the entity position in geo-coordinates (lat, lon, alt).Arguments
- const Math::Vec3 & position - New geo-coordinates of entity position to be set.
Math::Vec3 getGeoPosition ( ) #
Returns the current entity position in geo-coordinates (lat, lon, alt).Return value
Entity position coordinates.Geo-coordinates will be returned if there is no parent entity assigned, otherwise — local coordinates will be returned.
void setRotationEuler ( const Math::vec3 & euler ) #
Sets the entity rotation.Arguments
- const Math::vec3 & euler - Entity rotation euler angles to set.
void setRotationEuler ( const Math::vec3 & euler, double timestamp ) #
Sets the entity rotation at the specified time.Arguments
- const Math::vec3 & euler - Entity rotation euler angles to set.
- double timestamp - Timestamp, indicating the time when rotation is to be set.
Math::vec3 getRotationEuler ( ) #
Returns the current entity rotation euler angles.Return value
Entity rotation euler angles.void setType ( int id ) #
Sets the type of the entity. Entity type ID is defined in the entity definition section of the IG configuration file as follows:<entity_types>
<entity id="111" name="b52">
</entity>
</entity_types>
Arguments
- int id - Entity type to be set. 0 removes the entity from the scene.
int getType ( ) #
Returns the type of the current entity. Entity type ID is defined in the entity definition section of the IG configuration file as follows:<entity_types>
<entity id="111" name="b52">
</entity>
</entity_types>
Return value
Entity type.void setState ( Entity::STATE id ) #
Sets the state of the entity.Arguments
- Entity::STATE id - Entity state to be set.
Entity::STATE getState ( ) #
Returns the current entity state.Return value
Current entity state.void setCollision ( int enabled ) #
Sets the value indicating if collision detecton shall be enabled for the entity.Arguments
- int enabled - 1 to enable collision detecton for the entity; 0 — to disable.
int getCollision ( ) #
Returns the value indicating if collision detecton shall be enabled for the entity.Return value
Collision Detection Enable parameter value. 1 collision detecton for the entity shall be enabled; 0 — collision detecton for the entity shall be enabled.void setParent ( Entity * entity ) #
Attaches the entity as a child to the specified parent entity.Arguments
- Entity * entity - Parent entity.
void unparent ( ) #
Detaches the entity from its parent.int getParentID ( ) #
Returns the ID of the entity parent.Return value
Entity parent ID.int getAttachState ( ) #
Returns the value of the Attach State parameter. It specifies whether the entity is be attached as a child to a parent.Return value
Attach State parameter value. 1 the entity shall be or remain attached to the entity specified by the Parent ID parameter; 0 — the entity shall be detached from its parent.void setAlpha ( int byte_value ) #
Sets the alpha value, that determines transparency of entity geometry.Arguments
- int byte_value - Alpha value to be set.
int getAlpha ( ) #
Returns the current alpha value, that determines transparency of entity geometry.Return value
Alpha value.void setInheritAlpha ( bool enabled ) #
Sets the value indicating if the entity uses the alpha value of its parent.Arguments
- bool enabled - true the entity shall use the alpha value of its parent; false — the entity shall use its own alpha value.
int isInheritAlpha ( ) #
Returns the value indicating if the entity uses the alpha value of its parent.Return value
1 if the entity uses the alpha value of its parent; otherwise, 0.void setGround ( Ptr<ObjectTerrainGlobal> terrain ) #
Sets the terrain to be used by the entity for ground clamping.Arguments
- Ptr<ObjectTerrainGlobal> terrain - Global terrain to be used by the entity for ground clamping.
void setGroundClamp ( Entity::CLAMP clamp ) #
Sets the value of the Ground/Ocean Clamp parameter.Arguments
- Entity::CLAMP clamp - Ground/Ocean Clamp parameter value.
Entity::CLAMP getGroundClamp ( ) #
Returns the value of the Ground/Ocean Clamp parameter.Return value
Ground/Ocean Clamp parameter value.void setGroundClampHeightMode ( Entity::CLAMP_MODE height_mode ) #
Sets the value of the clamp height mode parameter used for clamping. By default, the Ground Clamp Height Mode is set to RELATIVE — the entity is clamped to the ground and the height is calculated from the ground. With the mode set to IGNORE, the entity is clamped to the ground and the height is ignored.Arguments
- Entity::CLAMP_MODE height_mode - Clamp height mode parameter value.
Entity::CLAMP_MODE getGroundClampHeightMode ( ) #
Returns the value of the clamp height mode parameter used for clamping. By default, the Ground Clamp Height Mode is set to RELATIVE — the entity is clamped to the ground and the height is calculated from the ground. With the mode set to IGNORE, the entity is clamped to the ground and the height is ignored.Return value
Clamp height mode parameter value.void setAnimationDirection ( Entity::ANIM_DIR animation_direction ) #
Sets the entity's animation playback direction.Arguments
- Entity::ANIM_DIR animation_direction - Direction of the entity's animation playback.
Entity::ANIM_DIR getAnimationDirection ( ) #
Returns the current entity's animation playback direction.Return value
Direction of the entity's animation playback.void setAnimationLoop ( Entity::ANIM_LOOP animation_loop ) #
Sets the entity's animation playback mode.Arguments
- Entity::ANIM_LOOP animation_loop - Mode of the entity's animation playback.
Entity::ANIM_LOOP getAnimationLoop ( ) #
Returns the current entity's animation playback mode.Return value
Mode of the entity's animation playback.void setAnimationState ( Entity::ANIM_STATE animation_state ) #
Sets the entity's animation playback state.Arguments
- Entity::ANIM_STATE animation_state - State of the entity's animation playback.
Entity::ANIM_STATE getAnimationState ( ) #
Returns the current entity's animation playback state.Return value
State of the entity's animation playback.void setInterpolation ( int id ) #
Sets a value indicating if interpolation and extrapolation are enabled.Arguments
- int id - 1 to enable interpolation and extrapolation; 0 — to disable.
int isInterpolation ( ) #
Returns a value indicating if interpolation and extrapolation are enabled.Return value
1 if interpolation and extrapolation are enabled; otherwise, 0.void setExtrapolationCoordSystem ( Entity::COORD_SYSTEM animation_state ) #
Sets the reference coordinate system to which the linear and angular velocity and acceleration are applied. If the reference coordinate system is set to WORLD, and the entity is a top-level (non-child) entity, the velocity and acceleration are defined relative to the database. Linear velocity and acceleration describe a path along and above the surface of the geoid. Angular velocity and acceleration describe a rotation relative to a reference plane. If the entity is a child entity, the velocity and acceleration are defined relative to the parent’s local coordinate system. If the reference coordinate system is set to LOCAL, the velocity and acceleration are defined relative to the entity’s local coordinate system.Arguments
- Entity::COORD_SYSTEM animation_state - Coordinate system used for extrapolation.
Entity::COORD_SYSTEM getExtrapolationCoordSystem ( ) #
Returns the current reference coordinate system to which the linear and angular velocity and acceleration are applied. If the reference coordinate system is set to WORLD, and the entity is a top-level (non-child) entity, the velocity and acceleration are defined relative to the database. Linear velocity and acceleration describe a path along and above the surface of the geoid. Angular velocity and acceleration describe a rotation relative to a reference plane. If the entity is a child entity, the velocity and acceleration are defined relative to the parent’s local coordinate system. If the reference coordinate system is set to LOCAL, the velocity and acceleration are defined relative to the entity’s local coordinate system.Return value
Extrapolation coordinate system.void setVelocity ( const Math::Vec3 & linear, const Math::vec3 & angular_deg ) #
Sets linear and angular velocity for the entity.Arguments
- const Math::Vec3 & linear - Linear velocity vector to be set.
- const Math::vec3 & angular_deg - Angular velocity vector (roll, pitch, yaw), in degrees per second.
const Math::Vec3 & getLinearVelocity ( ) #
Returns the linear velocity of the entity.Return value
Linear velocity vector.const Math::vec3 & getAngularVelocity ( ) #
Returns the angular velocity of the entity.Return value
Angular velocity vector (roll, pitch, yaw), in degrees per second.void setAcceleration ( const Math::Vec3 & linear, const Math::vec3 & angular_deg ) #
Sets linear and angular acceleration for the entity.Arguments
- const Math::Vec3 & linear - Linear acceleration vector to be set.
- const Math::vec3 & angular_deg - Angular acceleration vector (roll, pitch, yaw), in degrees per second.
const Math::Vec3 & getLinearAcceleration ( ) #
Returns the linear acceleration of the entity.Return value
Linear acceleration vector.const Math::vec3 & getAngularAcceleration ( ) #
Returns the angular acceleration of the entity.Return value
Angular acceleration vector (roll, pitch, yaw), in degrees per second.Component * getComponent ( int id ) #
Returns the interface of the specified component.Arguments
- int id - ID of the component.
Return value
Component interface.ArticulatedPart * getArticulatedPart ( int id ) #
Returns the interface of the specified articulated part.Arguments
- int id - ID of the articulated part.
Return value
Articulated part interface.CollisionSegment * getCollisionSegment ( int id ) #
Returns the interface of the specified collision segment.Arguments
- int id - ID of the collision segment.
Return value
Collision segment interface.Vector < IG::CollisionSegment * > getCollisionSegments ( ) #
Returns the list of all collision segments associated with the entity.CollisionVolume * getCollisionVolume ( int id ) #
Returns the interface of the specified collision volume.Arguments
- int id - ID of the collision volume.
Return value
Collision volume interface.Vector < IG::CollisionVolume * > getCollisionVolumes ( ) #
Returns the list of all collision volumes associated with the entity.const Unigine::Vector< Ptr<Node> > & getObjects ( ) #
Returns the vector of all nodes, that constitute the entity.Return value
Vector of nodes, that constitute the entity.Last update:
2020-12-19
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