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 This version of documentation is OUTDATED, as it describes an older SDK version!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

Unigine::ImportProcessor Class

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.
Header: #include <UnigineImport.h>

This class is used to manage import processors. An import processor is a module that saves objects generated by an importer on the basis of metadata on the whole scene or some of its components to files in UNIGINE native format and performs auxiliary operations during the import process (data preparation, file management, etc.). You can use a set of different processors for each scene component or a single processor for all of them. There are also two specific types of processors:

  • Pre-processors - perform additional operations with scene metadata prior to generation of UNIGINE's objects.
  • Post-processors - perform additional operations with files generated in the process of import (e.g. copying files to other folders, adding files to packages, etc.).

Notice
This is a base class for all import processors. Your custom import processor class must be inherited from it.

You can override one (or all) onProcess*() methods to define the types of components to be processed by it, these overridden methods will be called by the importer when corresponding import operations are performed.

Notice
For pre- and post-processors only the onProcessScene() method is to be overridden.

ImportProcessor Class

Members


ImportProcessor ( ) #

Constructor. Creates an empty import processor.

void setImporter ( Importer* imp ) #

Sets the importer for the import processor.

Arguments

Importer * getImporter ( ) const#

Returns the importer for the import processor.

Return value

Importer currently used.

void setOutputPath ( const char* path ) #

Sets the specified output path to be used to put files with imported scene elements to.

Arguments

  • const char* path - Output path to be set.

const char * getOutputPath ( ) const#

Returns the current output path used to put files with imported scene elements to.

Return value

Current output path.

bool processScene ( ImportScene* scene ) #

Performs scene processing: modifies the metadata of scene elements or files generated in the process of importing the scene.
Notice
This method is used by pre-processors and post-processors. To customize actions to be performed on scene processing, when implementing a custom pre- or post-processor, you can override the onProcessScene() method.

Arguments

  • ImportScene* scene - Scene to be processed.

Return value

true if the specified scene is successfully processed; otherwise, false.

bool processAnimation ( MeshPtr& animation, ImportMesh* import_mesh, ImportAnimation* import_animation ) #

Performs mesh animation processing: saves the specified generated mesh animation to a corresponding file in the output directory.
Notice
To customize actions to be performed on mesh animation processing, when implementing a custom import processor, you can override the onProcessAnimation() method.

Arguments

Return value

true if the specified animation is successfully processed; otherwise, false.

bool processCamera ( PlayerPtr& camera, ImportCamera* import_camera ) #

Performs camera processing: saves the specified generated player to a corresponding file in the output directory.
Notice
To customize actions to be performed on camera processing, when implementing a custom import processor, you can override the onProcessCamera() method.

Arguments

Return value

true if the specified camera is successfully processed; otherwise, false.

bool processLight ( LightPtr& light, ImportLight* import_light ) #

Performs light processing: saves the specified generated light source to a corresponding file in the output directory.
Notice
To customize actions to be performed on light processing, when implementing a custom import processor, you can override the onProcessLight() method.

Arguments

Return value

true if the specified light is successfully processed; otherwise, false.

bool processMaterial ( MaterialPtr& material, ImportMaterial* import_material ) #

Performs material processing: saves the specified generated material to a corresponding file in the output directory.
Notice
To customize actions to be performed on material processing, when implementing a custom import processor, you can override the onProcessMaterial() method.

Arguments

Return value

true if the specified material is successfully processed; otherwise, false.

bool processMesh ( MeshPtr& mesh, ImportMesh* import_mesh ) #

Performs mesh processing: saves the specified generated mesh to a corresponding *.mesh file in the output directory.
Notice
To customize actions to be performed on mesh processing, when implementing a custom import processor, you can override the onProcessMesh() method.

Arguments

Return value

true if the specified mesh is successfully processed; otherwise, false.

bool processNode ( NodePtr& node, ImportNode* import_node ) #

Performs node processing: saves the specified generated node to a corresponding *.node file in the output directory.
Notice
To customize actions to be performed on node processing, when implementing a custom import processor, you can override the onProcessNode() method.

Arguments

Return value

true if the specified node is successfully processed; otherwise, false.

bool processTexture ( ImportTexture* import_texture ) #

Performs texture processing: saves the specified generated texture to a corresponding file in the output directory.
Notice
To customize actions to be performed on texture processing, when implementing a custom import processor, you can override the onProcessTexture() method.

Arguments

Return value

true if the specified texture is successfully imported to a file; otherwise, false.

bool onProcessScene ( ImportScene* scene ) #

Scene processing event handler function. This function is called each time when the processScene() function is called. You can specify your custom actions to be performed: modify the metadata of scene elements (pre-process) or files generated in the process of importing the scene (post-process).
Notice
This method is used by pre-processors and post-processors.
Source code (C++)
class MyCustomProcessor : public Unigine::ImportProcessor
{
public:
	MyCustomProcessor();
	virtual ~MyCustomProcessor();

/*...*/

// overrides of event functions
protected:
	virtual bool onProcessScene(ImportScene *scene) override;

/*...*/

};

/*...*/

bool MyCustomProcessor::onProcessScene(ImportScene *scene)
{
	bool result = false;
	
	// your custom actions
	
	return result;
}

Arguments

  • ImportScene* scene - Scene to be processed.

Return value

true if the specified scene is successfully processed; otherwise, false.

bool onProcessAnimation ( MeshPtr& animation, ImportMesh* import_mesh, ImportAnimation* import_animation ) #

Animation processing event handler function. This function is called each time when the processAnimation() function is called. You can specify your custom actions to be performed on animation processing.
Source code (C++)
class MyCustomProcessor : public Unigine::ImportProcessor
{
public:
	MyCustomProcessor();
	virtual ~MyCustomProcessor();

/*...*/

// overrides of event functions
protected:
	virtual bool onProcessAnimation(MeshPtr &animation, ImportMesh *import_mesh, ImportAnimation *import_animation) override;

/*...*/

};

/*...*/

bool MyCustomProcessor::onProcessAnimation(MeshPtr &animation, ImportMesh *import_mesh, ImportAnimation *import_animation)
{
	bool result = false;
	
	// your custom actions
	
	return result;
}

Arguments

Return value

true if the specified animation is successfully processed; otherwise, false.

bool onProcessCamera ( PlayerPtr& camera, ImportCamera* import_camera ) #

Camera processing event handler function. This function is called each time when the processCamera() function is called. You can specify your custom actions to be performed on camera processing.
Source code (C++)
class MyCustomProcessor : public Unigine::ImportProcessor
{
public:
	MyCustomProcessor();
	virtual ~MyCustomProcessor();

/*...*/

// overrides of event functions
protected:
	virtual bool onProcessCamera(PlayerPtr &camera, ImportCamera *import_camera) override;

/*...*/

};

/*...*/

bool MyCustomProcessor::onProcessCamera(PlayerPtr &camera, ImportCamera *import_camera)
{
	bool result = false;
	
	// your custom actions
	
	return result;
}

Arguments

Return value

true if the specified camera is successfully processed; otherwise, false.

bool onProcessLight ( LightPtr& light, ImportLight* import_light ) #

Light processing event handler function. This function is called each time when the processLight() function is called. You can specify your custom actions to be performed on light processing.
Source code (C++)
class MyCustomProcessor : public Unigine::ImportProcessor
{
public:
	MyCustomProcessor();
	virtual ~MyCustomProcessor();

/*...*/

// overrides of event functions
protected:
	virtual bool onProcessLight(LightPtr &light, ImportLight *import_light) override;

/*...*/

};

/*...*/

bool MyCustomProcessor::onProcessLight(LightPtr &light, ImportLight *import_light)
{
	bool result = false;
	
	// your custom actions
	
	return result;
}

Arguments

Return value

true if the specified light is successfully processed; otherwise, false.

bool onProcessMaterial ( MaterialPtr& material, ImportMaterial* import_material ) #

Material processing event handler function. This function is called each time when the processMaterial() function is called. You can specify your custom actions to be performed on material processing.
Source code (C++)
class MyCustomProcessor : public Unigine::ImportProcessor
{
public:
	MyCustomProcessor();
	virtual ~MyCustomProcessor();

/*...*/

// overrides of event functions
protected:
	virtual bool onProcessMaterial(MaterialPtr &material, ImportMaterial *import_material) override;

/*...*/

};

/*...*/

bool MyCustomProcessor::onProcessMaterial(MaterialPtr &material, ImportMaterial *import_material)
{
	bool result = false;
	
	// your custom actions
	
	return result;
}

Arguments

Return value

true if the specified material is successfully processed; otherwise, false.

bool onProcessMesh ( MeshPtr& mesh, ImportMesh* import_mesh ) #

Mesh processing event handler function. This function is called each time when the processMesh() function is called. You can specify your custom actions to be performed on mesh processing.
Source code (C++)
class MyCustomProcessor : public Unigine::ImportProcessor
{
public:
	MyCustomProcessor();
	virtual ~MyCustomProcessor();

/*...*/

// overrides of event functions
protected:
	virtual bool onProcessMesh(MeshPtr &mesh, ImportMesh *import_mesh) override;

/*...*/

};

/*...*/

bool MyCustomProcessor::onProcessMesh(MeshPtr &mesh, ImportMesh *import_mesh)
{
	bool result = false;
	
	// your custom actions
	
	return result;
}

Arguments

Return value

true if the specified mesh is successfully processed; otherwise, false.

bool onProcessNode ( NodePtr& node, ImportNode* import_node ) #

Node processing event handler function. This function is called each time when the processNode() function is called. You can specify your custom actions to be performed on node processing.
Source code (C++)
class MyCustomProcessor : public Unigine::ImportProcessor
{
public:
	MyCustomProcessor();
	virtual ~MyCustomProcessor();

/*...*/

// overrides of event functions
protected:
	virtual bool onProcessNode(NodePtr &node, ImportNode *import_node) override;

/*...*/

};

/*...*/

bool MyCustomProcessor::onProcessNode(NodePtr &node, ImportNode *import_node)
{
	bool result = false;
	
	// your custom actions
	
	return result;
}

Arguments

Return value

true if the specified scene node is successfully processed; otherwise, false.

bool onProcessTexture ( ImportTexture* import_texture ) #

Texture processing event handler function. This function is called each time when the processTexture() function is called. You can specify your custom actions to be performed on texture processing.
Source code (C++)
class MyCustomProcessor : public Unigine::ImportProcessor
{
public:
	MyCustomProcessor();
	virtual ~MyCustomProcessor();

/*...*/

// overrides of event functions
protected:
	virtual bool onProcessTexture(ImportTexture *import_texture) override;

/*...*/

};

/*...*/

bool MyCustomProcessor::onProcessTexture(ImportTexture *import_texture)
{
	bool result = false;
	
	// your custom actions
	
	return result;
}

Arguments

Return value

true if the specified texture is successfully processed; otherwise, false.

bool processAnimation ( MeshPtr& animation, ImportAnimation* import_animation ) #

Performs mesh animation processing: saves the specified generated mesh animation to a corresponding file in the output directory.
Notice
To customize actions to be performed on mesh animation processing, when implementing a custom import processor, you can override the onProcessAnimation() method.

Arguments

Return value

true if the specified animation is successfully processed; otherwise, false.

bool onProcessAnimation ( MeshPtr& animation, ImportAnimation* import_animation ) #

Animation processing event handler function. This function is called each time when the processAnimation() function is called. You can specify your custom actions to be performed on animation processing.
Source code (C++)
class MyCustomProcessor : public Unigine::ImportProcessor
{
public:
	MyCustomProcessor();
	virtual ~MyCustomProcessor();

/*...*/

// overrides of event functions
protected:
	virtual bool onProcessAnimation(MeshPtr &animation, ImportMesh *import_mesh, ImportAnimation *import_animation) override;

/*...*/

};

/*...*/

bool MyCustomProcessor::onProcessAnimation(MeshPtr &animation, ImportMesh *import_mesh, ImportAnimation *import_animation)
{
	bool result = false;
	
	// your custom actions
	
	return result;
}

Arguments

Return value

true if the specified animation is successfully processed; otherwise, false.
Last update: 2021-12-13
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