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Unigine.Visualizer Class

Controls visualizer-related settings. The visualizer is used to render mesh wireframe, object bounding boxes, and all sorts of visual helpers (such as physical collision shapes, joints, etc.).

Usage Example#

To render the world origin, do the following:

Source code (C#)
using System;
using System.Collections;
using System.Collections.Generic;
using Unigine;

#region Math Variables
#if UNIGINE_DOUBLE
using Scalar = System.Double;
using Vec3 = Unigine.dvec3;
#else
using Scalar = System.Single;
using Vec3 = Unigine.vec3;
#endif
#endregion

[Component(PropertyGuid = "AUTOGENERATED_GUID")] // <-- this line is generated automatically for a new component
public class VisualizerClass : Component
{

	private void Init()
	{
		// enable the visualizer
		Visualizer.Enabled = true;

	}
	private void Update()
	{

		// render world origin
		Visualizer.RenderVector(new Vec3(0.0f, 0.0f, 0.1f), new Vec3(1.0f, 0.0f, 0.1f), vec4.RED);
		Visualizer.RenderVector(new Vec3(0.0f, 0.0f, 0.1f), new Vec3(0.0f, 1.0f, 0.1f), vec4.GREEN);
		Visualizer.RenderVector(new Vec3(0.0f, 0.0f, 0.1f), new Vec3(0.0f, 0.0f, 1.1f), vec4.BLUE);
	}

}

To render a trace from the camera movement, use the following:

Source code (C#)
using System;
using System.Collections;
using System.Collections.Generic;
using Unigine;

#region Math Variables
#if UNIGINE_DOUBLE
using Scalar = System.Double;
using Vec3 = Unigine.dvec3;
#else
using Scalar = System.Single;
using Vec3 = Unigine.vec3;
#endif
#endregion

[Component(PropertyGuid = "AUTOGENERATED_GUID")] // <-- this line is generated automatically for a new component
public class VisualizerClass : Component
{
	Vec3 last_pos; // stores the camera position

	private void Init()
	{
		// enable the visualizer
		Visualizer.Enabled = true;

		// save the camera position
		last_pos = Game.Player.WorldPosition;
	}
	private void Update()
	{

		// Tracking of camera movement
		var current_pos = Game.Player.WorldPosition;

		if ((current_pos - last_pos).Length2 >= 0.1f)
		{
			Visualizer.RenderPoint3D(last_pos, 0.05f, vec4.GREEN, false, 2.0f);
			last_pos = current_pos;
		}
	}

}

You'll be able to see green squares as you move backwards or turn around to watch your trace.

Visualizer Class

Enums

MODE#

Visualizer mode. Controls the way all visual helpers are displayed.
NameDescription
DISABLED = 0Do not display the Visualizer at all.
ENABLED_DEPTH_TEST_ENABLED = 1Display the Visualizer with depth testing enabled.
ENABLED_DEPTH_TEST_DISABLED = 2Display the Visualizer without depth testing.

Properties

string TextureName#

The string with the name of the texture.

int Size#

The handler size. All handlers have the same size.

bool Enabled#

Console: show_visualizer
The value indicating if the visualizer is enabled.

Visualizer.MODE Mode#

The visualizer mode: controls the way all visual helpers are displayed.

int NumHandlers#

The total number of handlers.

Members


void Clear ( ) #

Clears all internal primitives created by calls to renderSmth functions. These primitives are accumulated in the internal buffer and then rendered together.
Notice
This method can be used to render several viewports with visualizer.

void RenderPoint2D ( vec2 v, float size, vec4 color, float order = 0.0f, float duration = 0.0f ) #

Renders a 2D point of a given size and color. 2D points are rendered in the screen plane; coordinates of the upper left corner are (0; 0), of the lower right corner—(1; 1).

Arguments

  • vec2 v - Point coordinates.
  • float size - Point size.
  • vec4 color - Color, in which the point will be rendered.
  • float order - Z-order value for the rendered element. An element having a lower order shall be rendered over the one having a higher one.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.

void RenderPoint3D ( vec3 v, float size, vec4 color, bool screen_space = false, float duration = 0.0f, bool depth_test = true ) #

Renders a 3D point of a given size and color. 3D points are rendered in the world space.

Arguments

  • vec3 v - Point coordinates.
  • float size - Point size in range [0;1]. The point size is set in proportion to the screen resolution.
  • vec4 color - Point color.
  • bool screen_space - Flag indicating the type of dimensions to be used:
    • false - use the world space dimensions
    • true - use the screen space dimensions
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.
  • bool depth_test - true to enable depth testing for the element (if it should be obscured by elements closer to the camera); false — to disable it.

void RenderLine2D ( vec2 v0, vec2 v1, vec4 color, float order = 0.0f, float duration = 0.0f ) #

Renders a 2D line of a given color. 2D lines are rendered in the screen plane; coordinates of the upper left corner are (0; 0), of the lower right corner — (1; 1).

Arguments

  • vec2 v0 - Starting point of the line.
  • vec2 v1 - Ending point of the line.
  • vec4 color - Line color.
  • float order - Z-order value for the rendered element. An element having a lower order shall be rendered over the one having a higher one.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.

void RenderLine3D ( vec3 v0, vec3 v1, vec4 color, float duration = 0.0f, bool depth_test = true ) #

Renders a 3D line of a given color. 3D lines are rendered in the world space.

Arguments

  • vec3 v0 - Starting point of the line.
  • vec3 v1 - Ending point of the line.
  • vec4 color - Line color.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.
  • bool depth_test - true to enable depth testing for the element (if it should be obscured by elements closer to the camera); false — to disable it.

void RenderLine2D ( vec2 v0, vec2 v1, vec2 v2, vec4 color, float order = 0.0f, float duration = 0.0f ) #

Renders a 2D line of a given color by using 3 points. 2D lines are rendered in the screen plane; coordinates of the upper left corner are (0; 0), of the lower right corner — (1; 1).

Arguments

  • vec2 v0 - Coordinates of the starting point of the line.
  • vec2 v1 - Coordinates of the intermediate point of the line.
  • vec2 v2 - Coordinates of the ending point of the line.
  • vec4 color - Ending point of the line.
  • float order - Z-order value for the rendered element. An element having a lower order shall be rendered over the one having a higher one.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.

void RenderLine3D ( vec3 v0, vec3 v1, vec3 v2, vec4 color, float duration = 0.0f, bool depth_test = true ) #

Renders a 3D line of a given color. 3D lines are rendered in the world space.

Arguments

  • vec3 v0 - Coordinates of the starting point of the line.
  • vec3 v1 - Coordinates of the intermediate point of the line.
  • vec3 v2 - Coordinates of the ending point of the line.
  • vec4 color - Line color.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.
  • bool depth_test - true to enable depth testing for the element (if it should be obscured by elements closer to the camera); false — to disable it.

void RenderLine2D ( vec2 v0, vec2 v1, vec2 v2, vec2 v3, vec4 color, float order = 0.0f, float duration = 0.0f ) #

Renders a 2D line of a given color. 2D lines are rendered in the screen plane; coordinates of the upper left corner are (0; 0), of the lower right corner — (1; 1).

Arguments

  • vec2 v0 - Coordinates of the starting point of the line.
  • vec2 v1 - Coordinates of the first intermediate point of the line.
  • vec2 v2 - Coordinates of the second intermediate point of the line.
  • vec2 v3 - Coordinates of the ending point of the line.
  • vec4 color - Color, in which the line will be rendered.
  • float order - Z-order value for the rendered element. An element having a lower order shall be rendered over the one having a higher one.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.

void RenderLine3D ( vec3 v0, vec3 v1, vec3 v2, vec3 v3, vec4 color, float duration = 0.0f, bool depth_test = true ) #

Renders a 3D line of a given color. 3D lines are rendered in the world space.

Arguments

  • vec3 v0 - Coordinates of the starting point of the line.
  • vec3 v1 - Coordinates of the first intermediate point of the line.
  • vec3 v2 - Coordinates of the second intermediate point of the line.
  • vec3 v3 - Coordinates of the ending point of the line.
  • vec4 color - Color, in which the line will be rendered.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.
  • bool depth_test - true to enable depth testing for the element (if it should be obscured by elements closer to the camera); false — to disable it.

void RenderTriangle2D ( vec2 v0, vec2 v1, vec2 v2, vec4 color, float order = 0.0f, float duration = 0.0f ) #

Renders a 2D triangle of a given color. 2D triangles are rendered in the screen plane; coordinates of the upper left corner are (0; 0), of the lower right corner—(1; 1).

Arguments

  • vec2 v0 - Coordinates of the first vertex.
  • vec2 v1 - Coordinates of the second vertex.
  • vec2 v2 - Coordinates of the third vertex.
  • vec4 color - Triangle color.
  • float order - Z-order value for the rendered element. An element having a lower order shall be rendered over the one having a higher one.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.

void RenderTriangle3D ( vec3 v0, vec3 v1, vec3 v2, vec4 color, float duration = 0.0f, bool depth_test = true ) #

Renders a 3D triangle of a given color. 3D triangles are rendered in the world space.

Arguments

  • vec3 v0 - Coordinates of the first vertex.
  • vec3 v1 - Coordinates of the second vertex.
  • vec3 v2 - Coordinates of the third vertex.
  • vec4 color - Triangle color.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.
  • bool depth_test - true to enable depth testing for the element (if it should be obscured by elements closer to the camera); false — to disable it.

void RenderQuad2D ( vec2 v0, vec2 v1, vec2 v2, vec2 v3, vec4 color, float order = 0.0f, float duration = 0.0f ) #

Renders a 2D quad of a given color. 2D quads are rendered in the screen plane; coordinates of the upper left corner are (0; 0), of the lower right corner—(1; 1).

Arguments

  • vec2 v0 - Coordinates of the first vertex.
  • vec2 v1 - Coordinates of the second vertex.
  • vec2 v2 - Coordinates of the third vertex.
  • vec2 v3 - Coordinates of the fourth vertex.
  • vec4 color - Color, in which the quad will be rendered.
  • float order - Z-order value for the rendered element. An element having a lower order shall be rendered over the one having a higher one.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.

void RenderQuad3D ( vec3 v0, vec3 v1, vec3 v2, vec3 v3, vec4 color, float duration = 0.0f, bool depth_test = true ) #

Renders a 3D quad of a given color. 3D quads are rendered in the world space.

Arguments

  • vec3 v0 - Coordinates of the first vertex.
  • vec3 v1 - Coordinates of the second vertex.
  • vec3 v2 - Coordinates of the third vertex.
  • vec3 v3 - Coordinates of the fourth vertex.
  • vec4 color - Color, in which the quad will be rendered.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.
  • bool depth_test - true to enable depth testing for the element (if it should be obscured by elements closer to the camera); false — to disable it.

void RenderBillboard3D ( vec3 v, float size, vec4 texcoord, bool screen_space = false, float duration = 0.0f, bool depth_test = true ) #

Renders a 3D billboard of the specified size.

Arguments

  • vec3 v - Coordinates of the billboard.
  • float size - The billboard size.
  • vec4 texcoord - The billboard texture coordinates.
  • bool screen_space - Flag indicating the type of dimensions to be used:
    • false - use the world space dimensions
    • true - use the screen space dimensions
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.
  • bool depth_test - true to enable depth testing for the element (if it should be obscured by elements closer to the camera); false — to disable it.

void RenderVector ( vec3 position_start, vec3 position_end, vec4 color, float arrow_size = 0.25f, bool screen_space = false, float duration = 0.0f, bool depth_test = true ) #

Renders a vector of a given color.

Arguments

  • vec3 position_start - Coordinates of the vector origin.
  • vec3 position_end - Coordinates of the vector target.
  • vec4 color - Vector color.
  • float arrow_size - Arrow size.
  • bool screen_space - Flag indicating the type of dimensions to be used:
    • false - use the world space dimensions
    • true - use the screen space dimensions
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.
  • bool depth_test - true to enable depth testing for the element (if it should be obscured by elements closer to the camera); false — to disable it.

void RenderDirection ( vec3 position, vec3 direction, vec4 color, float arrow_size = 0.25f, bool screen_space = true, float duration = 0.0f, bool depth_test = true ) #

Renders a direction vector of a given color.

Arguments

  • vec3 position - Coordinates of the vector origin.
  • vec3 direction - Target vector direction.
  • vec4 color - Vector color.
  • float arrow_size - Arrow size.
  • bool screen_space - Flag indicating the type of dimensions to be used:
    • false - use the world space dimensions
    • true - use the screen space dimensions
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.
  • bool depth_test - true to enable depth testing for the element (if it should be obscured by elements closer to the camera); false — to disable it.

void RenderBox ( vec3 size, mat4 transform, vec4 color, float duration = 0.0f, bool depth_test = true ) #

Renders a box of a given color.

Arguments

  • vec3 size - Dimensions of the box.
  • mat4 transform - Transformation matrix, which is used to position the box.
  • vec4 color - Color, in which the box will be rendered.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.
  • bool depth_test - true to enable depth testing for the element (if it should be obscured by elements closer to the camera); false — to disable it.

void RenderFrustum ( mat4 projection, mat4 transform, vec4 color, float duration = 0.0f, bool depth_test = true ) #

Renders a wireframe frustum of a given color.

Arguments

  • mat4 projection - Projection matrix used to transform the coordinates.
  • mat4 transform - Transformation matrix used to position the frustum.
  • vec4 color - Color, in which the frustum will be rendered.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.
  • bool depth_test - true to enable depth testing for the element (if it should be obscured by elements closer to the camera); false — to disable it.

void RenderCircle ( float radius, mat4 transform, vec4 color, float duration = 0.0f, bool depth_test = true ) #

Renders a wireframe circle of a given color.

Arguments

  • float radius - Radius of the circle.
  • mat4 transform - Transformation matrix used to position the circle.
  • vec4 color - Circle color.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.
  • bool depth_test - true to enable depth testing for the element (if it should be obscured by elements closer to the camera); false — to disable it.

void RenderSector ( float radius, float angle, mat4 transform, vec4 color, float duration = 0.0f, bool depth_test = true ) #

Renders a wireframe sector of a given color.

Arguments

  • float radius - Radius of the circle from which a sector is cut.
  • float angle - Angle of the sector.
  • mat4 transform - Transformation matrix used to position the sector.
  • vec4 color - Sector color.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.
  • bool depth_test - true to enable depth testing for the element (if it should be obscured by elements closer to the camera); false — to disable it.

void RenderCone ( float radius, float angle, mat4 transform, vec4 color, float duration = 0.0f, bool depth_test = true ) #

Renders a wireframe cone of a given color.

Arguments

  • float radius - Radius of the cone.
  • float angle - Angle of the cone.
  • mat4 transform - Transformation matrix used to position the cone.
  • vec4 color - Color, in which the cone will be rendered.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.
  • bool depth_test - true to enable depth testing for the element (if it should be obscured by elements closer to the camera); false — to disable it.

void RenderSphere ( float radius, mat4 transform, vec4 color, float duration = 0.0f, bool depth_test = true ) #

Renders a wireframe sphere of a given color.

Arguments

  • float radius - Radius of the sphere.
  • mat4 transform - Transformation matrix used to position the sphere.
  • vec4 color - Color, in which the sphere will be rendered.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.
  • bool depth_test - true to enable depth testing for the element (if it should be obscured by elements closer to the camera); false — to disable it.

void RenderCapsule ( float radius, float height, mat4 transform, vec4 color, float duration = 0.0f, bool depth_test = true ) #

Renders a wireframe capsule (capped cylinder) of a given color.

Arguments

  • float radius - Radius of the capsule.
  • float height - Height of the capsule.
  • mat4 transform - Transformation matrix used to position the capsule.
  • vec4 color - Capsule color.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.
  • bool depth_test - true to enable depth testing for the element (if it should be obscured by elements closer to the camera); false — to disable it.

void RenderCylinder ( float radius, float height, mat4 transform, vec4 color, float duration = 0.0f, bool depth_test = true ) #

Renders a wireframe cylinder of a given color.

Arguments

  • float radius - Radius of the cylinder.
  • float height - Height of the cylinder.
  • mat4 transform - Transformation matrix used to position the cylinder.
  • vec4 color - Cylinder color.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.
  • bool depth_test - true to enable depth testing for the element (if it should be obscured by elements closer to the camera); false — to disable it.

void RenderEllipse ( vec3 radius, mat4 transform, vec4 color, float duration = 0.0f, bool depth_test = true ) #

Renders a wireframe ellipse of a given color.

Arguments

  • vec3 radius - Ellipse radius values along three axes.
  • mat4 transform - Transformation matrix for the ellipse.
  • vec4 color - Ellipse color.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.
  • bool depth_test - true to enable depth testing for the element (if it should be obscured by elements closer to the camera); false — to disable it.

void RenderSolidBox ( vec3 size, mat4 transform, vec4 color, float duration = 0.0f, bool depth_test = true ) #

Renders a solid box of a given color.

Arguments

  • vec3 size - Size of the solid box.
  • mat4 transform - Transformation matrix used to position the solid box.
  • vec4 color - Box color.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.
  • bool depth_test - true to enable depth testing for the element (if it should be obscured by elements closer to the camera); false — to disable it.

void RenderSolidSphere ( float radius, mat4 transform, vec4 color, float duration = 0.0f, bool depth_test = true ) #

Renders a solid sphere of a given color.

Arguments

  • float radius - Radius of the solid sphere.
  • mat4 transform - Transformation matrix used to position the solid sphere.
  • vec4 color - Sphere color.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.
  • bool depth_test - true to enable depth testing for the element (if it should be obscured by elements closer to the camera); false — to disable it.

void RenderSolidCapsule ( float radius, float height, mat4 transform, vec4 color, float duration = 0.0f, bool depth_test = true ) #

Renders a solid capsule af a given color.

Arguments

  • float radius - Radius of the capsule.
  • float height - Height of the capsule.
  • mat4 transform - Transformation matrix used to position the capsule.
  • vec4 color - Capsule color.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.
  • bool depth_test - true to enable depth testing for the element (if it should be obscured by elements closer to the camera); false — to disable it.

void RenderSolidCylinder ( float radius, float height, mat4 transform, vec4 color, float duration = 0.0f, bool depth_test = true ) #

Renders a solid cylinder of a given color.

Arguments

  • float radius - Radius of the cylinder.
  • float height - Height of the cylinder.
  • mat4 transform - Transformation matrix used to position the cylinder.
  • vec4 color - Cylinder color.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.
  • bool depth_test - true to enable depth testing for the element (if it should be obscured by elements closer to the camera); false — to disable it.

void RenderSolidEllipse ( vec3 radius, mat4 transform, vec4 color, float duration = 0.0f, bool depth_test = true ) #

Renders a solid ellipse of a given color.

Arguments

  • vec3 radius - Ellipse radius values along three axes.
  • mat4 transform - Transformation matrix used to position the ellipse.
  • vec4 color - Ellipse color.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.
  • bool depth_test - true to enable depth testing for the element (if it should be obscured by elements closer to the camera); false — to disable it.

void RenderRectangle ( vec4 rectangle, vec4 color, float duration = 0.0f ) #

Renders a 2D wireframe rectangle of a given color.

Arguments

  • vec4 rectangle - Four-component vector containing the coordinates of the upper-left (first two components) and bottom-right (second two components) corners of the rectangle.
  • vec4 color - Rectangle color.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.

void RenderBoundBox ( BoundBox bb, mat4 transform, vec4 color, float duration = 0.0f, bool depth_test = true ) #

Renders the bounding box of a given color.

Arguments

  • BoundBox bb - The bounding box.
  • mat4 transform - Transformation matrix for the bounding box.
  • vec4 color - Color, in which the box will be rendered.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.
  • bool depth_test - true to enable depth testing for the element (if it should be obscured by elements closer to the camera); false — to disable it.

void RenderBoundSphere ( BoundSphere bs, mat4 transform, vec4 color, float duration = 0.0f, bool depth_test = true ) #

Renders the bounding sphere of a given color.

Arguments

  • BoundSphere bs - The bounding sphere.
  • mat4 transform - Transformation matrix for the bounding sphere.
  • vec4 color - Color, in which the sphere will be rendered.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.
  • bool depth_test - true to enable depth testing for the element (if it should be obscured by elements closer to the camera); false — to disable it.

void RenderNodeBoundBox ( Node node, vec4 color, float duration = 0.0f, bool depth_test = true ) #

Renders an axis-aligned bound box of a given node.

Arguments

  • Node node - Node, for which the bound box is rendered.
  • vec4 color - Color, in which the box will be rendered.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.
  • bool depth_test - true to enable depth testing for the element (if it should be obscured by elements closer to the camera); false — to disable it.

void RenderNodeBoundSphere ( Node node, vec4 color, float duration = 0.0f, bool depth_test = true ) #

Renders a bound sphere of a given node.

Arguments

  • Node node - Node, for which the bound sphere is rendered.
  • vec4 color - Color, in which the sphere will be rendered.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.
  • bool depth_test - true to enable depth testing for the element (if it should be obscured by elements closer to the camera); false — to disable it.

void RenderObjectSurfaceBoundBox ( Object object, int surface, vec4 color, float duration = 0.0f, bool depth_test = true ) #

Renders a bound box of a given object surface.

Arguments

  • Object object - Object, which contains the target surface.
  • int surface - The number of the target surface in the object.
  • vec4 color - Color, in which the box will be rendered.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.
  • bool depth_test - true to enable depth testing for the element (if it should be obscured by elements closer to the camera); false — to disable it.

void RenderObjectSurfaceBoundSphere ( Object object, int surface, vec4 color, float duration = 0.0f, bool depth_test = true ) #

Renders a bound sphere of a given object surface.

Arguments

  • Object object - Object, which contains the target surface.
  • int surface - The number of the target surface in the object.
  • vec4 color - Color, in which the sphere will be rendered.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.
  • bool depth_test - true to enable depth testing for the element (if it should be obscured by elements closer to the camera); false — to disable it.

void RenderNodeHandler ( Node node, float duration = 0.0f ) #

Renders a handler for the specified node.

Arguments

  • Node node - Node, for which the handler is to be rendered.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.

void RenderObject ( Object object, vec4 color, float duration = 0.0f ) #

Renders an object wireframe.

Arguments

  • Object object - Object, which wireframe will be rendered.
  • vec4 color - Color, in which the wireframe will be rendered.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.

void RenderObjectSurface ( Object object, int surface, vec4 color, float duration = 0.0f ) #

Renders borders of a given object surface.

Arguments

  • Object object - Object, which contains the target surface.
  • int surface - The number of the target surface in the object.
  • vec4 color - Color, in which the borders will be rendered.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.

void RenderSolidObject ( Object object, vec4 color, float duration = 0.0f ) #

Renders a solid-colored object.

Arguments

  • Object object - Object that will be rendered.
  • vec4 color - Color in which the object will be rendered.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.

void RenderSolidObjectSurface ( Object object, int surface, vec4 color, float duration = 0.0f ) #

Renders a solid-colored surface of a given object.

Arguments

  • Object object - Object that will be rendered.
  • int surface - The number of the object's surface.
  • vec4 color - Color, in which the object's surface will be rendered.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.

void RenderMessage2D ( vec3 position, vec3 center, string str, vec4 color, int outline, int font_size = -1, float duration = 0.0f ) #

Renders a message in a given color. Message position is specified in screen coordinates.

Arguments

  • vec3 position - Coordinates of the anchor point of the message, each in [0;1] range.
  • vec3 center - Message alignment. The first two values in the vector set the offset, the third one is ignored. For example, vec3(-1,-1,0) sets the offset of the center of the message to its upper left edge. vec3(1,1,0) - to the lower right corner.
  • string str - Message text to display.
  • vec4 color - Color, in which the message will be rendered.
  • int outline - 1 to use font outlining, 0 not to use.
  • int font_size - Font size.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.

void RenderMessage3D ( vec3 position, vec3 center, string str, vec4 color, int outline, int font_size = -1, float duration = 0.0f ) #

Renders a message in a given color. Message position is specified in world coordinates.

Arguments

  • vec3 position - Coordinates of the anchor point of the message (in world coordinates).
  • vec3 center - Message alignment. The first two values in the vector set the offset, the third one is ignored. For example, vec3(-1,-1,0) sets the offset of the center of the message to its upper left edge. vec3(1,1,0) - to the lower right corner.
  • string str - Message text to display.
  • vec4 color - Color, in which the message will be rendered.
  • int outline - 1 to use font outlining, 0 not to use.
  • int font_size - Font size.
  • float duration - Time period (in seconds) during which the rendered element shall be displayed. The default value of 0 means that the visualizer is rendered for 1 frame only.

void SetMode ( Visualizer.MODE mode ) #

Sets a new Visualizer mode to be used. You can choose to display Visualizer with or without depth testing, or turn it off completely.

Arguments

Visualizer.MODE GetMode ( ) #

Returns the current Visualizer mode.

Return value

The currently set Visualizer mode.

int GetNumHandlers ( ) #

Returns the total number of handlers.
Notice
The total number of handlers may change every frame depending on the camera transforms (i.e. how many handlers are visible in the current frame), therefore it is not recommended to save and reuse this value.

Return value

The total number of handlers.

Node GetHandlerNode ( int num ) #

Returns the handler node by its index.
Notice
The handler index may change every frame depending on the camera transforms (i.e. how many handlers are visible in the current frame), therefore it is not recommended to save and reuse this value.

Arguments

Return value

The node for which the handler is rendered.

float GetHandlerSize ( int num ) #

Returns the handler icon size in units by its index. This value may be affected by the icon size (set by the setSize() method) and by the 3D option (world_handler_3d console command).

Arguments

Return value

The handler icon size, in units.
Last update: 2024-12-13
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