Unigine.Node Class
In terms of Unigine, all of the objects added into the scene are called nodes. Nodes can be of different types, determining their visual representation and behavior.
The node is created and stored in the world. All changes are saved into the .world file.
The node can be also saved into an external .node file and then imported into the world when necessary. Also it is possible to create a reference to the exported node.
You can associate any string data (written directly into a *.node or a *.world file) or an arbitrary user variable with a node.
See Also#
- How to handle ownership
- How to work with the node's matrix transformations
Creating a Node#
The Node class doesn't provide node creation. You can create an instance of any class inherited from the Node class and then obtain the node via automatic upcasting.
For example:
- Create a box mesh by using the Mesh class.
- Use the box mesh to create an instance of the ObjectMeshStatic class. This class is inherited from the Node class.
- Get the node via upcasting.
// AppWorldLogic.cs
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Unigine;
namespace UnigineApp
{
class AppWorldLogic : WorldLogic
{
public override bool Init()
{
// create a mesh
Mesh mesh = new Mesh();
mesh.AddBoxSurface("box_0", new vec3(1.0f));
// create an instance of any class inherited from the Node class (e.g. ObjectMeshStatic)
ObjectMeshStatic object_mesh = new ObjectMeshStatic(mesh);
// declare a node and obtain the node from the created ObjectMeshStatic
Node node = object_mesh;
return 1;
}
}
}
Now you can operate the ObjectMeshStatic instance as a node.
Editing a Node and Saving Changes#
The Node class contains common settings of the node. Also each node has special settings, which vary depending on the type of the node.
Editing the node also includes editing materials and properties assigned to the node.
For the edited node to be saved in the .world file, you should enable the corresponding option via the setSaveToWorldEnabled() method.
For example:
- Create a box mesh by using the Mesh class.
- Save the mesh on the disk. It is required as the node we are going to save to the .world file need to reference to a mesh stored on the disk.
- Use the saved .mesh file to create an instance of the ObjectMeshStatic class. This class is inherited from the Node class.
- Get the node from the ObjectMeshStatic instance via upcasting.
- Enable saving to .world file for the node (and all its children).
- Edit the node and save the world by calling the world_saveconsole command.
// AppWorldLogic.cs
using Unigine;
#if UNIGINE_DOUBLE
using Vec3 = Unigine.dvec3;
using Vec4 = Unigine.dvec4;
using Mat4 = Unigine.dmat4;
#else
using Vec3 = Unigine.vec3;
using Vec4 = Unigine.vec4;
using Mat4 = Unigine.mat4;
#endif
namespace UnigineApp
{
class AppWorldLogic : WorldLogic
{
public override bool Init()
{
// create a mesh
Mesh mesh = new Mesh();
mesh.AddBoxSurface("box_0", new vec3(1.0f));
// save a mesh into a file on the disk
mesh.Save("unigine_project/meshes/my_mesh.mesh");
// declare a smart pointer for any type of the node inherited from the Node class (e.g. ObjectMeshStatic)
// and call a constructor of the corresponding class
ObjectMeshStatic object_mesh = new ObjectMeshStatic("unigine_project/meshes/my_mesh.mesh");
// declare a smart pointer for the node,
// obtain the node from the created ObjectMeshStatic,
Node node = object_mesh;
// enable saving the node (with all its children) to a .world file
node.SetSaveToWorldEnabledRecursive(true);
// change the node name
node.Name = "my_node";
// change node transformation
node.WorldTransform = MathLib.Translate(new Vec3(0.0f, 0.0f, 2.0f));
// save node changes in the .world file
Console.Run("world_save");
return 1;
}
}
}
Exporting and Importing a Node#
To export a node stored in the world into the external .node file, you should pass it to the saveNode() method of the World class.
To import the existing node stored in the .node file to the world, you should call the loadNode() method of the World class.
For example:
- Create a box mesh by using the Mesh class.
- Save the mesh on the disk. It is required as the node we are going to export need to reference to a mesh stored on the disk.
- Use the saved .mesh file to create an instance of the ObjectMeshStatic class. This class is inherited from the Node class.
- Get the node from the ObjectMeshStatic instance via upcasting.
- Export the node to an external .node file.
- Import the prevoiusly exported node to check the result.
// AppWorldLogic.cs
using Unigine;
#if UNIGINE_DOUBLE
using Vec3 = Unigine.dvec3;
using Vec4 = Unigine.dvec4;
using Mat4 = Unigine.dmat4;
#else
using Vec3 = Unigine.vec3;
using Vec4 = Unigine.vec4;
using Mat4 = Unigine.mat4;
#endif
namespace UnigineApp
{
class AppWorldLogic : WorldLogic
{
public override bool Init()
{
// create a mesh
Mesh mesh = new Mesh();
mesh.AddBoxSurface("box_0", new vec3(1.0f));
// save a mesh into a file on the disk
mesh.Save("unigine_project/meshes/my_mesh.mesh");
// create an instance of any class inherited from the Node class (e.g. ObjectMeshStatic)
ObjectMeshStatic object_mesh = new ObjectMeshStatic("unigine_project/meshes/my_mesh.mesh");
// declare a smart pointer for the node
// and obtain the node pointer from the created NodeDummy
Node node = object_mesh;
// export the node into a .node file
World.SaveNode("unigine_project/nodes/my_node.node", node);
// import the exported node to check the result
Node imported_node = World.LoadNode("unigine_project/nodes/my_node.node");
// set position of the node
imported_node.Position = new Vec3(4.0f, 0.0f, 1.0f);
return true;
}
}
}
Deleting a Node#
By default each new node's lifetime matches the lifetime of the World (i.e. such node shall be deleted when the world is closed). But you can also choose node's lifetime to be managed:
- by the Engine - is this case the node shall be deleted automatically on Engine shutdown.
- manually - is this case the node should be deleted manually by the user.
To delete a node you can use the following two methods:
- deleteLater() - performs delayed deletion, in this case the object will be deleted during the next swap stage of the main loop (rendering of the object ceases immediately, but it still exists in memory for a while, so you can get it from its parent, for example). This method simplifies object deletion from a secondary thread, so you can call it and forget about the details, letting the Engine take control over the process of deletion, which can be used for future optimizations.
- deleteForce() - performs immediate deletion, which might be necessary in some cases. Calling this method for main-loop-dependent objects (e.g., nodes) is safe only when performed from the Main thread.
// AppWorldLogic.cs
using Unigine;
#if UNIGINE_DOUBLE
using Vec3 = Unigine.dvec3;
using Vec4 = Unigine.dvec4;
using Mat4 = Unigine.dmat4;
#else
using Vec3 = Unigine.vec3;
using Vec4 = Unigine.vec4;
using Mat4 = Unigine.mat4;
#endif
namespace UnigineApp
{
class AppWorldLogic : WorldLogic
{
public override bool Init()
{
// create a mesh
Mesh mesh = new Mesh();
mesh.AddBoxSurface("box_0", new vec3(1.0f));
// create an instance of any class inherited from the Node class (e.g. ObjectMeshStatic)
ObjectMeshStatic object_mesh = new ObjectMeshStatic(mesh);
// declare a smart pointer for the node
// and obtain the node pointer from the created ObjectMeshStatic
Node node = object_mesh;
// do something with the node
// ...
// delete the node
node.DeleteLater();
return 1;
}
}
}
Node Class
Enums
CALLBACK_INDEX#
Name | Description |
---|---|
PROPERTY_NODE_SLOTS_CHANGED = 0 | Callback to be fired on changing the number of node's property slots. Callback function signature is as follows:
void Func(Node node, int num); |
PROPERTY_NODE_ADD = 1 | Node property added callback. This callback is fired when a new property is assigned to the node. |
PROPERTY_NODE_SWAP = 2 | Node property swapped callback. This callback is fired when two properties swap their positions in the list of node's properties. |
PROPERTY_NODE_REMOVE = 3 | Node property removed callback. This callback is fired when a property is removed from the list of node's properties. |
PROPERTY_CHANGE_ENABLED = 4 | Callback to be fired on changing node's property enabled state. Callback function signature is as follows:
void Func(Node node, Property prop, int prop_num); |
PROPERTY_SURFACE_ADD = 5 | Surface property added callback. This callback is fired when a property is assigned to object's surface. |
PROPERTY_SURFACE_REMOVE = 6 | Surface property removed callback. This callback is fired when a property is removed from object's surface. |
CACHE_NODE_ADD = 7 | Callback to be fired on adding a node to cache. Occurs once upon calling NodeReference.create() or World.LoadNode() :
void Func(Node node), where node - is a node added to cache. Fired only for the root node. If a nested node reference is loaded, the callback shall be fired for the node at the top of the hierarchy only, the one created by the user. |
NODE_LOAD = 8 | Callback to be fired on loading a node from a file. Callback function signature is as follows:
void Func(Node node); |
NODE_CLONE = 9 | Callback to be fired on copying a node via Node.Clone():
void Func(Node node_clone, Node node_original) Fired only for the root node. |
NODE_SWAP = 10 | Callback to be fired on swapping a node via Node.Swap():
void Func(Node node_clone, Node node_original) Fired only for the root node. |
NODE_REMOVE = 11 | Callback to be fired on deleting a node. Callback function signature is as follows:
void Func(Node node); Fired for each deleted node. |
NODE_CHANGE_ENABLED = 12 | Callback to be fired on changing node's enabled state. Callback function signature is as follows:
void Func(Node node); Fired for each node that has changed its enabled state. Changing the state of the root node, causes the callback to be fired for all its children as well. |
TYPE#
Name | Description |
---|---|
ANY_TYPE = -1 | Any node type. |
NODE_BEGIN = 0 | Begin of the nodes range. |
NODE_DUMMY = 0 | Dummy node. See the NodeDummy class. |
NODE_LAYER = 1 | Layer node. See the NodeLayer class. |
NODE_TRIGGER = 2 | Node trigger. See the NodeTrigger class. |
NODE_REFERENCE = 3 | Node reference. See the NodeReference class. |
NODE_EXTERN = 4 | Extern node. See the NodeExtern class. |
NODE_END = 4 | End of the nodes range. |
WORLD_BEGIN = 5 | Begin of the world nodes range. |
WORLD_SPLINE_GRAPH = 5 | World spline graph. See the WorldSplineGraph class. |
WORLD_TRIGGER = 6 | World trigger. See the WorldTrigger class. |
WORLD_CLUTTER = 7 | World clutter. See the WorldClutter class. |
WORLD_SWITCHER = 8 | Node switcher (to switch off parts of the world). See the WorldSwitcher class. |
WORLD_OCCLUDER = 9 | World occluder. See the WorldOccluder class. |
WORLD_OCCLUDER_MESH = 10 | World mesh occluder. See the WorldOccluderMesh class. |
WORLD_TRANSFORM_PATH = 11 | Path defined transformer. See the WorldTransformPath |
WORLD_TRANSFORM_BONE = 12 | Bone defined transformer. See the WorldTransformBone class. |
WORLD_EXPRESSION = 13 | Node which allows to execute arbitrary expression. See the WorldExpression class. |
WORLD_EXTERN = 14 | External world. See the WorldExtern class. |
WORLD_END = 14 | End of the world nodes range. |
GEODETIC_BEGIN = 15 | Begin of the geodetic nodes range. |
GEODETIC_PIVOT = 15 | Geodetic Pivot node. See the GeodeticPivot class. |
GEODETIC_END = 15 | End of the geodetic nodes range. |
FIELD_BEGIN = 16 | Begin of the field nodes range. |
FIELD_SPACER = 16 | Field Spacer node. See the FieldSpacer class. |
FIELD_ANIMATION = 17 | Field Animation node. See the FieldAnimation class. |
FIELD_HEIGHT = 18 | Field Height node. See the FieldHeight class. |
FIELD_SHORELINE = 19 | Field Shoreline node. See the FieldShoreline class. |
FIELD_WEATHER = 20 | Field Weather node. See the FieldWeather class. |
FIELD_END = 20 | End of the field nodes range. |
LIGHT_BEGIN = 21 | Begin of the light nodes range. |
LIGHT_VOXEL_PROBE = 21 | Voxel probe. See the LightVoxelProbe class. |
LIGHT_ENVIRONMENT_PROBE = 22 | Environment probe. See the LightEnvironmentProbe class. |
LIGHT_PLANAR_PROBE = 23 | |
LIGHT_OMNI = 24 | Omni-directional light source. See the LightOmni class. |
LIGHT_PROJ = 25 | Projected light source. See the LightProj class. |
LIGHT_WORLD = 26 | World light source. See the LightWorld class. |
LIGHT_END = 26 | End of the light nodes range. |
DECAL_BEGIN = 27 | Begin of the decal nodes range. |
DECAL_PROJ = 27 | Projected decal node. See the DecalProj class. |
DECAL_ORTHO = 28 | Orthographic decal node. See the DecalOrtho class. |
DECAL_MESH = 29 | Mesh decal node. See the DecalMesh class. |
DECAL_END = 29 | End of the decal nodes range. |
LANDSCAPE_LAYER_BEGIN = 30 | Beginning of the landscape layers range. |
LANDSCAPE_LAYER_MAP = 30 | Landscape Layer Map. See the LandscapeLayerMap class. |
LANDSCAPE_LAYER_END = 30 | End of the landscape layers range. |
OBJECT_BEGIN = 31 | Begin of the object nodes range. |
OBJECT_DUMMY = 31 | Dummy object. See the ObjectDummy class. |
OBJECT_DYNAMIC = 32 | Dynamic object. See the ObjectDynamic class. |
OBJECT_MESH_STATIC = 33 | Static mesh object. See the ObjectMeshStatic class. |
OBJECT_MESH_CLUSTER = 34 | Mesh Cluster object. See the ObjectMeshCluster class. |
OBJECT_MESH_CLUTTER = 35 | Mesh Clutter object. See the ObjectMeshClutter class. |
OBJECT_MESH_SKINNED = 36 | Skinned mesh object. See the ObjectMeshSkinned class. |
OBJECT_MESH_DYNAMIC = 37 | Dynamic mesh object. See the ObjectMeshDynamic class. |
OBJECT_MESH_SPLINE_CLUSTER = 38 | Mesh Spline Cluster object. See the ObjectMeshSplineCluster class. |
OBJECT_TERRAIN_GLOBAL = 40 | Terrain global object. See the ObjectTerrainGlobal class. |
OBJECT_GRASS = 41 | Grass. See the ObjectGrass class. |
OBJECT_PARTICLES = 42 | Particles object. See the ObjectParticles class. |
OBJECT_BILLBOARDS = 43 | Billboards object for rendering a high number of billboards. See the ObjectBillboard class. |
OBJECT_VOLUME_BOX = 44 | Volume box object. See the ObjectVolumeBox class. |
OBJECT_VOLUME_SPHERE = 45 | Volume sphere object. See the ObjectVolumeSphere class. |
OBJECT_VOLUME_OMNI = 46 | Volume omni light object. See the ObjectVolumeOmni class. |
OBJECT_VOLUME_PROJ = 47 | Volume projected light object. See the ObjectVolumeProj class. |
OBJECT_GUI = 48 | GUI object. See the ObjectGui class. |
OBJECT_GUI_MESH = 49 | GUI mesh object. See the ObjectGuiMesh class. |
OBJECT_WATER_GLOBAL = 50 | Water global object. See the ObjectWaterGlobal class. |
OBJECT_WATER_MESH = 51 | Water mesh object. See the ObjectWaterMesh class. |
OBJECT_SKY = 52 | Sky object. See the ObjectSky class. |
OBJECT_LANDSCAPE_TERRAIN = 39 | LandscapeTerrain object. See the ObjectLandscapeTerrain class. |
OBJECT_CLOUD_LAYER = 53 | Cloud layer object. See the ObjectCloudLayer class. |
OBJECT_EXTERN = 54 | Extern object. See the ObjectExtern class. |
OBJECT_TEXT = 55 | Text object. See the ObjectText class. |
OBJECT_END = 55 | End of the object nodes range. |
PLAYER_BEGIN = 56 | Begin of the player nodes range. |
PLAYER_DUMMY = 56 | Dummy player. See the PlayerDummy class. |
PLAYER_SPECTATOR = 57 | Observing player. See the PlayerSpectator class. |
PLAYER_PERSECUTOR = 58 | Persecuting player. See the PlayerPersecutor class. |
PLAYER_ACTOR = 59 | Acting player. See the PlayerActor class. |
PLAYER_END = 59 | End of the player nodes range. |
PHYSICAL_BEGIN = 60 | Begin of the physical nodes range. |
PHYSICAL_WIND = 60 | Physical wind object. See the PhysicalWind class. |
PHYSICAL_FORCE = 61 | Physical force node that allows to simulate point forces applied to dynamic objects. See the PhysicalForce class. |
PHYSICAL_NOISE = 62 | Physical noise node that allows to simulate force field. See the PhysicalNoise class. |
PHYSICAL_WATER = 63 | Physical water object that has no visual representation. See the PhysicalWater class. |
PHYSICAL_TRIGGER = 64 | Physical trigger. See the PhysicalTrigger class. |
PHYSICAL_END = 64 | End of the physical nodes range. |
NAVIGATION_BEGIN = 65 | Begin of the navigation nodes range. |
NAVIGATION_SECTOR = 65 | Sector within which pathfinding is performed. See the NavigationSector class. |
NAVIGATION_MESH = 66 | Mesh-based navigation area across which pathfinding is performed. See the NavigationMesh class. |
NAVIGATION_END = 66 | End of the navigation nodes range. |
OBSTACLE_BEGIN = 67 | Begin of the obstacle nodes range. |
OBSTACLE_BOX = 67 | Obstacle in the shape of a box avoided by pathfinding. See the ObstacleBox class. |
OBSTACLE_SPHERE = 68 | Obstacle in the shape of a sphere avoided by pathfinding. See the ObstacleSphere class. |
OBSTACLE_CAPSULE = 69 | Obstacle in the shape of a capsule avoided by pathfinding. See the ObstacleCapsule class. |
OBSTACLE_END = 69 | End of the obstacle nodes range. |
SOUND_BEGIN = 70 | Begin of the sound nodes range. |
SOUND_SOURCE = 70 | Sound source. See the SoundSource class. |
SOUND_REVERB = 71 | Sound reverberation zone. See the SoundReverb class. |
SOUND_END = 71 | End of the sound nodes range. |
NUM_NODES = 72 | Counter of node types. |
NUM_WORLDS = WORLD_END - WORLD_BEGIN + 1 | Counter of world node types. |
NUM_GEODETICS = GEODETIC_END - GEODETIC_BEGIN + 1 | Counter of geodetic node types. |
NUM_FIELDS = FIELD_END - FIELD_BEGIN + 1 | Counter of field node types. |
NUM_LIGHTS = LIGHT_END - LIGHT_BEGIN + 1 | Counter of light node types. |
NUM_DECALS = DECAL_END - DECAL_BEGIN + 1 | Counter of decal node types. |
NUM_OBJECTS = OBJECT_END - OBJECT_BEGIN + 1 | Counter of object node types. |
NUM_PLAYERS = PLAYER_END - PLAYER_BEGIN + 1 | Counter of player node types. |
NUM_PHYSICALS = PHYSICAL_END - PHYSICAL_BEGIN + 1 | Counter of physical node types. |
NUM_NAVIGATIONS = NAVIGATION_END - NAVIGATION_BEGIN + 1 | Counter of navigation node types. |
NUM_OBSTACLES = OBSTACLE_BEGIN - OBSTACLE_END + 1 | Counter of obstacle node types. |
NUM_SOUNDS = SOUND_END - SOUND_BEGIN + 1 | Counter of sound node types. |
DUMMY = 0 | Dummy node. See the NodeDummy class. |
LAYER = 1 | Node layer containing parent layer and all its child nodes. See the NodeLayer class. |
TRIGGER = 2 | Dummy node that can fire callbacks on its enabling/disabling or repositioning. See the NodeTrigger class. |
REFERENCE = 3 | Node that references an external NODE file. See the NodeReference class. |
EXTERN = 4 | Extern node. |
LIFETIME#
Properties
GeodeticPivot GeodeticPivot#
Variable Variable#
vec3 WorldScale#
vec3 WorldPosition#
vec3 Scale#
vec3 Position#
vec3 BodyAngularVelocity#
vec3 BodyLinearVelocity#
BodyRigid ObjectBodyRigid#
Body ObjectBody#
WorldBoundSphere WorldBoundSphere#
WorldBoundBox WorldBoundBox#
BoundSphere BoundSphere#
BoundBox BoundBox#
mat4 OldWorldTransform#
mat4 WorldTransform#
mat4 Transform#
int NumProperties#
Node Possessor#
- NodeReference
- WorldCluster
- WorldClutter
- WorldLayer
int NumChildren#
Node RootNode#
Node Parent#
int NumAncestors#
string Name#
bool Query#
bool HasQueryForce#
bool ClutterInteractionEnabled#
bool GrassInteractionEnabled#
bool TriggerInteractionEnabled#
bool Immovable#
bool Handled#
bool Enabled#
bool IsExtern#
bool IsField#
bool IsSound#
bool IsObstacle#
bool IsNavigation#
bool IsPhysical#
bool IsPlayer#
bool IsObject#
bool IsDecal#
bool IsLight#
bool IsGeodetic#
bool IsWorld#
string TypeName#
Node.TYPE Type#
int ID#
bool SaveToWorldEnabled#
bool IsSaveToWorldEnabledSelf#
bool ShowInEditorEnabled#
bool IsShowInEditorEnabledSelf#
int NumWorldTriggers#
WorldBoundSphere HierarchySpatialBoundSphere#
WorldBoundBox HierarchySpatialBoundBox#
WorldBoundSphere HierarchyWorldBoundSphere#
WorldBoundBox HierarchyWorldBoundBox#
WorldBoundSphere HierarchyBoundSphere#
WorldBoundBox HierarchyBoundBox#
WorldBoundSphere SpatialBoundSphere#
WorldBoundBox SpatialBoundBox#
Node.LIFETIME LifetimeSelf#
bool IsLandscapeLayer#
mat4 IWorldTransform#
vec3 OldWorldPosition#
Members
Node GetAncestor ( int num ) #
Returns a node ancestor by its number.Arguments
- int num - Ancestor ID.
Return value
Ancestor node.Node GetChild ( int num ) #
Returns a node child by its number.Arguments
- int num - Child ID.
Return value
Child node.bool IsChild ( Node n ) #
Checks if a given node is a child of the node.Arguments
- Node n - Node to check.
Return value
true if the given node is a child; otherwise, false.void SetChildIndex ( Node n, int index ) #
Sets the index for a given child node of the node.Arguments
- Node n - Child node.
- int index - Node index.
int GetChildIndex ( Node n ) #
Returns the index of a given child node of the node.Arguments
- Node n - Child node.
Return value
Node index.void UpdateEnabled ( ) #
Updates node's internal state according to the current "enabled" state.bool IsEnabledSelf ( ) #
Returns a value indicating if the node is enabled.Return value
true if the node is enabled; otherwise, false.void GetHierarchy ( Node[] hierarchy ) #
Retrieves the whole hierarchy of the node and puts it to the hierarchy buffer.Arguments
- Node[] hierarchy - Hierarchy buffer.
mat4 GetIWorldTransform ( ) #
Returns the inverse transformation matrix of the node for transformations in the world coordinates.Return value
Inverse transformation matrix.Node GetNode ( int id ) #
Returns a node pointer.Arguments
- int id - Node identifier.
Return value
Node pointer.int IsNode ( Node node ) #
Check the node pointer.Arguments
- Node node - Node pointer.
Return value
1 if the node is valid; otherwise, 0.int IsNode ( int id ) #
Check the node pointer.Arguments
- int id - Node pointer.
Return value
1 if the node is valid; otherwise, 0.vec3 GetOldWorldPosition ( ) #
Returns old (previous frame) position of the node in world coordinates.Return value
Old (previous frame) position of the node.int AddProperty ( string name ) #
Inherits a new property from the one with the given name and adds it to the list of properties associated with the node. The inherited property will be internal, such properties are saved in a *.world or *.node file.Arguments
- string name - Name of the property to be added.
Return value
Index of the new node property if it was added successfully; otherwise, -1.int AddProperty ( UGUID guid ) #
Inherits a new property from the one with the given GUID and adds it to the list of properties associated with the node. The inherited property will be internal, such properties are saved in a *.world or *.node file.Arguments
Return value
Index of the new node property if it was added successfully; otherwise, -1.int AddProperty ( Property property ) #
Inherits a new property from the specified one and adds it to the list of properties associated with the node. The inherited property will be internal, such properties are saved in a *.world or *.node file.Arguments
- Property property - Property to be added.
Return value
Index of the new node property if it was added successfully; otherwise, -1.int InsertProperty ( int num, string name ) #
Inserts the property with the specified name at the specified position.Arguments
- int num - Position at which a new property is to be inserted, in the range from 0 to the total number of node properties.
- string name - Name of the property to be inserted.
Return value
int InsertProperty ( int num, UGUID guid ) #
Inserts the property with the specified GUID at the specified position.Arguments
- int num - Position at which a new property is to be inserted, in the range from 0 to the total number of node properties.
- UGUID guid - GUID of the property to be inserted.
Return value
int InsertProperty ( int num, Property property ) #
Inserts the specified property at the specified position.Arguments
- int num - Position at which a new property is to be inserted, in the range from 0 to the total number of node properties.
- Property property - Property to be added.
Return value
int SetProperty ( string name ) #
Updates the first node property (the one with a 0 index) in the list of properties associated with the node. A new internal property inherited from the one with the specified name will be set. Such internal properties are saved in a *.world or *.node file.Arguments
- string name - Name of the property to be set.
Return value
int SetProperty ( UGUID guid ) #
Updates the first node property (the one with a 0 index) in the list of properties associated with the node. A new internal property inherited from the one with the specified GUID will be set. Such internal properties are saved in a *.world or *.node file.Arguments
Return value
int SetProperty ( Property property ) #
Updates the first node property (the one with a 0 index) in the list of properties associated with the node. A new internal property inherited from the one specified will be set. Such internal properties are saved in a *.world or *.node file.Arguments
- Property property - Property to be set.
Return value
int SetProperty ( int num, string name ) #
Updates the node property with the specified number. A new internal property inherited from the one with the specified name will be set. Such internal properties are saved in a *.world or *.node file.Arguments
- int num - Node property number in the range from 0 to the total number of node properties.
- string name - Name of the property to be set.
Return value
int SetProperty ( int num, UGUID guid ) #
Updates the node property with the specified number. A new internal property inherited from the one with the specified GUID will be set. Such internal properties are saved in a *.world or *.node file.Arguments
- int num - Node property number in the range from 0 to the total number of node properties.
- UGUID guid - GUID of the property to be set.
Return value
int SetProperty ( int num, Property property ) #
Updates the node property with the specified number. A new internal property inherited from the specified one will be set. Such internal properties are saved in a *.world or *.node file.Arguments
- int num - Node property number in the range from 0 to the total number of node properties.
- Property property - Property to be set.
Return value
void SetPropertyEnabled ( int num, bool enable ) #
Enables or disables the node property with the specified number.Arguments
- int num - Node property number in the range from 0 to the total number of node properties.
- bool enable - true to enable the specified node property, false to disable it.
bool IsPropertyEnabled ( int num ) #
Returns a value indicating if the node property with the specified number is enabled.Arguments
- int num - Node property number in the range from 0 to the total number of node properties.
Return value
true if the specified property is enabled; otherwise, false.void SwapProperty ( int from_num, int to_num ) #
Swaps two properties with specified numbers in the list of properties associated with the node.Arguments
- int from_num - Number of the first node property to be swapped, in the range from 0 to the total number of node properties.
- int to_num - Number of the second node property to be swapped, in the range from 0 to the total number of node properties.
void RemoveProperty ( int num ) #
Removes the node property with the specified number.Arguments
- int num - Node property number in the range from 0 to the total number of node properties.
void RemoveProperty ( string name ) #
Removes the node property that has the specified name.Arguments
- string name - Name of the node property to be removed.
void RemoveProperty ( UGUID guid ) #
Removes the node property that has the GUID or parent GUID equal to the specified one.Arguments
void RemoveProperty ( Property property ) #
Removes the specified node property or a node property inherited from it.Arguments
- Property property - Node property to be removed.
void ClearProperties ( ) #
Clears the list of properties associated with the node.Property GetProperty ( int num ) #
Returns a node property with the specified number if it exists.Arguments
- int num - Node property number in the range from 0 to the total number of node properties.
Return value
Node property smart pointer, if exists; otherwise, NULL.string GetPropertyName ( int num ) #
Returns the name of a node property with the specified number.Arguments
- int num - Node property number in the range from 0 to the total number of node properties.
Return value
Property name, if exists; otherwise, NULL.int FindProperty ( string name ) #
Searches for a property with the specified name among the ones assigned to the node.Arguments
- string name - GUID of a node property to be found.
Return value
Node property number in the range from 0 to the total number of node properties if such a property exists; otherwise -1.int FindProperty ( UGUID guid ) #
Searches for a property with the specified GUID among the ones assigned to the node.Arguments
Return value
Node property number in the range from 0 to the total number of node properties if such a property exists; otherwise -1.int FindProperty ( Property property ) #
Searches for a specified property among the ones assigned to the node.Arguments
- Property property - Node property to be found.
Return value
Node property number in the range from 0 to the total number of node properties if such a property exists; otherwise -1.bool HasQueryForce ( ) #
Returns a value indicating if the Culled By Occlusion Query option is force-enabled for the node by the Engine.Return value
true if the Culled By Occlusion Query option is force-enabled for the node by the Engine; otherwise, false.void SetRotation ( quat rot, bool identity = 0 ) #
Sets the node rotation.Arguments
- quat rot - Quaternion representing node rotation in the local space.
- bool identity - Flag indicating if node's scale is to be ignored or taken into account:
- false - node's scale is taken into account. In this case additional calculations are performed to extract current node's scale and apply it when building the final transformation matrix. These additional operations reduce performance and may lead to error accumulation.
- true - node's scale is ignored (assumed to be equal to 1 along all axes). Thus, the number of calculations performed for each rotation is reduced and error accumulation is minimal.
- It is recommended to set this flag for all non-scaled nodes to improve performance and accuracy.
- Scaling of nodes should be avoided whenever possible, as it requires addidional calculations and may lead to error accumulation.
quat GetRotation ( ) #
Returns the node rotation.Return value
Quaternion representing node rotation in the local space.void SetWorldRotation ( quat rot, bool identity = 0 ) #
Sets the node rotation in the world space.Arguments
- quat rot - Node rotation in the world space.
- bool identity - Flag indicating if node's scale is to be ignored or taken into account:
- false - node's scale is taken into account. In this case additional calculations are performed to extract current node's scale and apply it when building the final transformation matrix. These additional operations reduce performance and may lead to error accumulation.
- true - node's scale is ignored (assumed to be equal to 1 along all axes). Thus, the number of calculations performed for each rotation is reduced and error accumulation is minimal.
- It is recommended to set this flag for all non-scaled nodes to improve performance and accuracy.
- Scaling of nodes should be avoided whenever possible, as it requires addidional calculations and may lead to error accumulation.
quat GetWorldRotation ( ) #
Returns the node rotation in the world space.Return value
Node rotation in the world space.void SetTransformWithoutChildren ( mat4 transform ) #
Sets the transformation matrix for the node in local coordinates (transformations of all node's children are not affected). This method can be used to change node's transformation relative to its children.Arguments
- mat4 transform - New transformation matrix to be set for the node (local coordinates).
Node.TYPE GetTypeID ( string type ) #
Returns the ID of a node type with a given name.Arguments
- string type - Node type name.
Return value
Node type ID, if such type exists; otherwise, -1.string GetTypeName ( Node.TYPE type ) #
Returns the name of a node type with a given ID.Arguments
- Node.TYPE type - Node type ID.
Return value
Node type name.void setVariable ( ) #
Sets the value of a variable with a given name. If such variable does not exist it will be added with a specified value.NodeDummy container;
if(container.HasVariable("key1")) {
container.SetVariable("key1",42);
}
int value = container.GetVariable("key1");
container.RemoveVariable("key1");
Arguments
void setVariable ( ) #
Sets the value of the single unnamed variable parameter of the node. If this variable does not exist it will be created with a specified value.Arguments
Variable getVariable ( ) #
Returns the variable with a given name.NodeDummy container;
if(container.HasVariable("key1")) {
container.SetVariable("key1",42);
}
int value = container.GetVariable("key1");
container.RemoveVariable("key1");
Arguments
Return value
Variable if it exists; otherwise, variable with 0 value.Variable getVariable ( ) #
Returns the single unnamed variable parameter of the node.Return value
Variable if it exists; otherwise, variable with 0 value.void SetWorldParent ( Node n ) #
Sets the new parent of the node. Transformations of the current node will be done in the world coordinates.Arguments
- Node n - New parent node or null.
void SetWorldTransformWithoutChildren ( mat4 transform ) #
Sets the transformation matrix for the node in world coordinates (transformations of all node's children are not affected). This method can be used to change node's transformation relative to its children.Arguments
- mat4 transform - New transformation matrix to be set for the node (world coordinates).
vec3 GetWorldVelocity ( vec3 point ) #
Returns linear velocity of a point of the node's physical body in the world space.Arguments
- vec3 point - Target point.
Return value
Linear velocity in the world space.void AddChild ( Node n ) #
Adds a child to the node. Transformations of the new child will be done in the coordinates of the parent.Arguments
- Node n - New child node.
void AddWorldChild ( Node n ) #
Adds a child to the node. Transformations of the new child will be done in the world coordinates.Arguments
- Node n - New child node.
Node Clone ( ) #
Clones the node.Return value
Cloned node.int FindAncestor ( int type ) #
Returns the ID of node's ancestor of a given type.Arguments
- int type - Ancestor type identifier. One of the NODE_* pre-defined variables.
Return value
Ancestor ID if it exists; otherwise -1.int FindAncestor ( string name ) #
Returns the ID of node's ancestor with a given name.Arguments
- string name - Ancestor name.
Return value
Ancestor ID if it exists; otherwise -1.int FindChild ( string name ) #
Searches for a child node with a given name among the children of the node.Arguments
- string name - Name of the child node.
Return value
Child node number, if it is found; otherwise, -1.Node FindNode ( string name, int recursive = 0 ) #
Searches for a node with a given name among the children of the node.Arguments
- string name - Name of the child node.
- int recursive - 1 if the search is recursive (i.e. performed for children of child nodes); otherwise, 0.
Return value
Child node, if it is found; otherwise, NULL.bool LoadWorld ( Xml xml ) #
Loads a node state from the Xml.Arguments
- Xml xml - Xml smart pointer.
Return value
void RemoveChild ( Node n ) #
Removes a child node (added by the addChild() method) from the list of children.Arguments
- Node n - Child node to remove.
void RemoveWorldChild ( Node n ) #
Removes a child node (added by the addWorldChild() method) from the list of children.Arguments
- Node n - Child node to remove.
void RenderVisualizer ( ) #
Renders a bounding box / sphere of the object.bool SaveState ( Stream stream ) #
Saves a node state to a binary stream.Example using saveState() and restoreState() methods:
// initialize a node and set its state
NodeDummy node = new NodeDummy();
node.Position = new vec3(1, 1, 0);
// save state
Blob blob_state = new Blob();
node.SaveState(blob_state);
// change the node state
node.Position = new vec3(0, 0, 0);
// restore state
blob_state.SeekSet(0); // returning the carriage to the start of the blob
node.RestoreState(blob_state);
Arguments
- Stream stream - Stream to save node state data.
Return value
true if node state is successfully saved; otherwise, false.bool RestoreState ( Stream stream ) #
Restores a node state from a binary stream.Example using saveState() and restoreState() methods:
// initialize a node and set its state
NodeDummy node = new NodeDummy();
node.Position = new vec3(1, 1, 0);
// save state
Blob blob_state = new Blob();
node.SaveState(blob_state);
// change the node state
node.Position = new vec3(0, 0, 0);
// restore state
blob_state.SeekSet(0); // returning the carriage to the start of the blob
node.RestoreState(blob_state);
Arguments
- Stream stream - Stream with saved node state data.
Return value
true if node state is successfully restored; otherwise, false.bool SaveWorld ( Xml xml ) #
Saves the node into the Xml.Arguments
- Xml xml - Xml smart pointer.
Return value
true if the node is successfully saved; otherwise, false.void Swap ( Node n ) #
Swaps two nodes.Arguments
- Node n - Node to swap.
vec3 ToLocal ( vec3 p ) #
Converts a given vector in the world space to the node's local space.Arguments
- vec3 p - Vector in the world space.
Return value
Vector in the local space.vec3 ToWorld ( vec3 p ) #
Converts a given vector in the local space to the world space.Arguments
- vec3 p - Vector in the local space.
Return value
Vector in the world space.void Translate ( vec3 t ) #
Translates the node relative to its local coordinate system: the parent node transformation isn't taken into account.Arguments
- vec3 t - Translation vector.
void Translate ( double x, double y, double z ) #
Translates the node relative to its local coordinate system: the parent node transformation isn't taken into account.Arguments
- double x - Node translation along the X axis, in units.
- double y - Node translation along the Y axis, in units.
- double z - Node translation along the Z axis, in units.
void WorldTranslate ( vec3 t ) #
Translates the node in the world space using the specified vector.Arguments
- vec3 t - Translation vector.
void WorldTranslate ( double x, double y, double z ) #
Translates the node in the world space using the values specified for the corresponding axes.Arguments
- double x - Node translation along the X axis, in units.
- double y - Node translation along the Y axis, in units.
- double z - Node translation along the Z axis, in units.
void WorldLookAt ( vec3 target, vec3 up ) #
Reorients the node to "look" at the target point and sets the given up vector:- If the node is a Player-related one, it will "look" at the target point along the negative Z axis. The Y axis will be oriented along the specified up vector.
- Other nodes will "look" at the target point along the Y axis. The Z axis will be oriented along the specified up vector.
Arguments
- vec3 target - Coordinates of the target point in the world space.
- vec3 up - Up vector of the node in the world space. By default, the up vector is oriented along the Z axis.
void WorldLookAt ( vec3 target ) #
Reorients the node to "look" at the target point. The up vector is oriented along the Z axis.- If the node is a Player-related one, it will "look" at the target point along the negative Z axis. The Y axis will be oriented along the world Z axis.
- Other nodes will "look" at the target point along the Y axis.
Arguments
- vec3 target - Coordinates of the target point in the world space.
void Rotate ( quat r ) #
Rotates the node relative to its local coordinate system: the parent node transformation isn't taken into account. Rotation is determined by the specified quaternion.Arguments
- quat r - Rotation quaternion.
void Rotate ( vec3 angles ) #
Rotates the node in the local space. Rotation is determined by Euler angles passed as a vec3 vector.Arguments
- vec3 angles
void Rotate ( float angle_x, float angle_y, float angle_z ) #
Rotates the node in the world space according to specified Euler angles.Arguments
- float angle_x - Pitch angle, in degrees.
- float angle_y - Roll angle, in degrees.
- float angle_z - Yaw angle, in degrees.
void WorldRotate ( quat r ) #
Rotates the node in the world space. Rotation is determined by the specified quaternion.Arguments
- quat r - Rotation quaternion.
void WorldRotate ( vec3 angles ) #
Rotates the node in the world space. Rotation is determined by Euler angles passed as a vec3 vector.Arguments
- vec3 angles - Vector containing Euler angles (Pitch, Yaw, Roll).
void WorldRotate ( float angle_x, float angle_y, float angle_z ) #
Rotates the node in the world space according to specified Euler angles.Arguments
- float angle_x - Pitch angle, in degrees.
- float angle_y - Roll angle, in degrees.
- float angle_z - Yaw angle, in degrees.
IntPtr AddCallback ( CALLBACK_INDEX callback, Callback0Delegate func ) #
Adds a callback of the specified type. Callback functions can be used to determine actions to be performed when adding or removing node and surface properties as well as when swapping node properties. The signature of the callback function must be as follows:void callback_function_name(Node node, Property property);
using Unigine;
namespace UnigineApp
{
class AppWorldLogic : WorldLogic
{
// implement the enabled callback
void node_property_added(Node n, Property property)
{
Log.Message("Property \"{0}\" was added to the node named \"{1}\".\n", property.getName(), n.getName());
// ...
}
Node node;
public override bool Init()
{
// somewhere in the code
// inheriting a new property named "my_prop" from the base property "node_base"
Properties.FindManualProperty("node_base").Inherit("my_prop");
// setting our callback function on adding a node property
Node.AddCallback(Node.CALLBACK_INDEX.PROPERTY_NODE_ADD, node_property_added);
// adding the property named "my_prop" to the node
node.AddProperty("my_prop");
return 1;
}
}
}
Arguments
- CALLBACK_INDEX callback - Callback type. One of the CALLBACK_* variables.
- Callback0Delegate func - Callback function with the following signature: void Callback0Delegate(Node node, Property property)
Return value
ID of the last added callback of the specified type, if the callback was added successfully; otherwise, nullptr. This ID can be used to remove this callback when necessary.IntPtr AddCallback ( CALLBACK_INDEX callback, Callback1Delegate func ) #
Adds a callback of the specified type. Callback functions can be used to determine actions to be performed when adding or removing node and surface properties as well as when swapping node properties. The signature of the callback function must be as follows:void callback_function_name(Node node, Property property, int arg3);
Arguments
- CALLBACK_INDEX callback - Callback type. One of the CALLBACK_* variables.
- Callback1Delegate func - Callback function with the following signature: void Callback1Delegate(Node node, Property property, int arg3)
Return value
ID of the last added callback of the specified type, if the callback was added successfully; otherwise, nullptr. This ID can be used to remove this callback when necessary.IntPtr AddCallback ( CALLBACK_INDEX callback, Callback2Delegate func ) #
Adds a callback of the specified type. Callback functions can be used to determine actions to be performed when adding or removing node and surface properties as well as when swapping node properties. The signature of the callback function must be as follows:void callback_function_name(Node node, int arg2, int arg3);
Arguments
- CALLBACK_INDEX callback - Callback type. One of the CALLBACK_* variables.
- Callback2Delegate func - Callback function with the following signature: void Callback2Delegate(Node node, int arg2, int arg3)
Return value
ID of the last added callback of the specified type, if the callback was added successfully; otherwise, nullptr. This ID can be used to remove this callback when necessary.bool RemoveCallback ( CALLBACK_INDEX callback, IntPtr id ) #
Removes the specified callback from the list of callbacks of the specified type. Callback functions can be used to determine actions to be performed when adding or removing node and surface properties as well as when swapping node properties.Arguments
- CALLBACK_INDEX callback - Callback type. One of the CALLBACK_* variables.
- IntPtr id - Callback ID obtained when adding it.
Return value
True if the callback of the specified type with the given ID was removed successfully; otherwise false.void ClearCallbacks ( CALLBACK_INDEX callback ) #
Clears all added callbacks of the specified type. Callback functions can be used to determine actions to be performed when adding or removing node and surface properties as well as when swapping node properties.Arguments
- CALLBACK_INDEX callback - Callback type. One of the CALLBACK_* variables.
void SetDirection ( vec3 dir, vec3 up, MathLib.AXIS axis = AXIS_NZ ) #
Updates the direction vector of the node and reorients this node: the specified axis of the node becomes oriented along the specified vector in local coordinates. For example, after running the code below, you will get the X axis of the node pointed along the Y axis in local coordinates.// get the node
Node node = World.GetNodeByName("material_ball");
// set the X axis to be pointed along the Y axis in local coordinates
node.SetDirection(new vec3(0.0f,1.0f,0.0f),new vec3(0.0f,0.0f,1.0f),MathLib.AXIS.X);
Arguments
- vec3 dir - New direction vector in local coordinates. The direction vector always has unit length.
- vec3 up - New up vector in local coordinates. If you skip this argument, the Z axis (in local coordinates) will be used. Note that the specified up vector is a hint vector only: the node's up vector points in the direction hinted by the specified up vector. The node's up vector matches the specified up vector (up) only if it is perpendicular to the specified direction vector (dir).
- MathLib.AXIS axis - Axis along which the direction vector should be pointed. The default is the negative Z axis.
vec3 GetDirection ( MathLib.AXIS axis = AXIS_NZ ) #
Returns the normalized direction vector pointing along the given node axis in local coordinates (i.e. relative to the node's parent). By default, the direction vector pointing along the negative Z axis of the node (in local coordinates) is returned. The direction vector always has a unit length.node.GetDirection(node.IsPlayer() ? MathLib.AXIS.NZ : MathLib.AXIS.Y); // forward direction vector
node.GetDirection(node.IsPlayer() ? MathLib.AXIS.Z : MathLib.AXIS.NY); // backward direction vector
node.GetDirection(node.IsPlayer() ? MathLib.AXIS.Y : MathLib.AXIS.Z); // upward direction vector
node.GetDirection(node.IsPlayer() ? MathLib.AXIS.NY : MathLib.AXIS.NZ); // down direction vector
node.GetDirection(MathLib.AXIS.X); // right direction vector
node.GetDirection(MathLib.AXIS.NX); // left direction vector
Arguments
- MathLib.AXIS axis - Axis along which the direction vector points. The default is the negative Z axis.
Return value
Direction vector in local coordinates.void SetWorldDirection ( vec3 dir, vec3 up, MathLib.AXIS axis = AXIS_NZ ) #
Updates the direction vector of the node and reorients this node: the specified axis of the node becomes oriented along the specified vector in world coordinates. For example, after running the code below, you will get the X axis of the node pointed along the Y axis in world coordinates:// get the node
Node node = World.GetNodeByName("material_ball");
// set the X axis to be pointed along the Y axis in world coordinates
node.SetWorldDirection(new vec3(0.0f,1.0f,0.0f),new vec3(0.0f,0.0f,1.0f),MathLib.AXIS.X);
Arguments
- vec3 dir - New direction vector in world coordinates. The direction vector always has unit length.
- vec3 up - New up vector in world coordinates. If you skip this argument, the Z axis (in local coordinates) will be used. Note that the specified up vector is a hint vector only: the node's up vector points in the direction hinted by the specified up vector. The node's up vector matches the specified up vector (up) only if it is perpendicular to the specified direction vector (dir).
- MathLib.AXIS axis - Axis along which the direction vector should be pointed. The default is the negative Z axis.
vec3 GetWorldDirection ( MathLib.AXIS axis = AXIS_NZ ) #
Returns the normalized direction vector pointing along the given node axis in world coordinates. By default, the direction vector pointing along the negative Z axis of the node is returned. The direction vector always has a unit length.node.GetWorldDirection(node.IsPlayer() ? MathLib.AXIS.NZ : MathLib.AXIS.Y); // forward direction vector
node.GetWorldDirection(node.IsPlayer() ? MathLib.AXIS.Z : MathLib.AXIS.NY); // backward direction vector
node.GetWorldDirection(node.IsPlayer() ? MathLib.AXIS.Y : MathLib.AXIS.Z); // upward direction vector
node.GetWorldDirection(node.IsPlayer() ? MathLib.AXIS.NY : MathLib.AXIS.NZ); // down direction vector
node.GetWorldDirection(MathLib.AXIS.X); // right direction vector
node.GetWorldDirection(MathLib.AXIS.NX); // left direction vector
Arguments
- MathLib.AXIS axis - Axis along which the direction vector points. The default is the negative Z axis.
Return value
Direction vector in world coordinates.Node GetCloneNode ( Node original_node ) #
Returns a node cloned from the specified original node.Arguments
- Node original_node - Original node that was cloned.
Return value
Clone of the specified original node if it exists; otherwise the original node itself.Property GetCloneProperty ( Property original_property ) #
Returns a node property cloned from the specified original property.Arguments
- Property original_property - Original node property that was cloned.
Return value
Clone of the specified original node property if it exists; otherwise the original node property itself.void SetSaveToWorldEnabledRecursive ( bool enable ) #
Sets a value indicating if saving to *.world file is enabled for the node and all its children (if any).Arguments
- bool enable - true to enable saving to *.world file for the node and all its children (if any); 0 to disable.
bool IsSaveToWorldEnabledSelf ( ) #
Returns a value indicating if saving to *.world file is enabled for the node.Return value
true if saving to *.world file is enabled for the node; otherwise, false.void SetShowInEditorEnabledRecursive ( bool enable ) #
Sets a value indicating if displaying in the World Hierarchy window of the UnigineEditor is enabled for the node and all its children (if any).Arguments
- bool enable - true to enable displaying in the World Hierarchy window of the UnigineEditor for the node and all its children (if any); 0 to disable.
bool IsShowInEditorEnabledSelf ( ) #
Returns a value indicating if displaying in the World Hierarchy window of the UnigineEditor is enabled for the node.Return value
true if displaying in the World Hierarchy window of the UnigineEditor is enabled for the node; otherwise, false.Node.LIFETIME GetLifetime ( ) #
Returns the lifetime management type for the root (either parent or posessor) of the node, or for the node itself (if it is not a child and not possessed by any other node).Return value
Lifetime management type for the root node (see the LIFETIME enum).Node.LIFETIME GetLifetimeSelf ( ) #
Returns the lifetime management type set for the node itself.Return value
Lifetime management type for the node (see the LIFETIME enum).void SetLifetime ( Node.LIFETIME lifetime ) #
Arguments
- Node.LIFETIME lifetime
WorldTrigger GetWorldTrigger ( int num ) #
Returns one of the World Triggers inside which the node is located at the moment by its number. For any node in the world, you can check whether it is currently inside any World Trigger and access any of such triggers by simply calling this method.Arguments
- int num - Number of the World Trigger in the list of World Triggers inside which the node is located at the moment.
Return value
World Trigger with the specified number inside which the node is located at the moment.UGUID GetLostNodePropertyGUID ( int num ) #
Returns the GUID of a lost property assigned to the node. If for some reason a property assigned to the specified slot of the node is missing, this method can be used to get it's GUID.Arguments
- int num - Target property slot number.