This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Unigine.Plugins.IG.SymbolsPlane Class

This class represents the IG Symbols Plane interface. A symbol surface (plane) is a rectangular, two-dimensional drawing region on a virtual plane on which symbols may be drawn. Such plane is placed in 3D space relative to a particular entity or coincident with the near clipping plane of a particular view.

Notice
IG plugin must be loaded.

SymbolsPlane Class

Enums

SYMBOLS_PLANE_TYPE#

NameDescription
ENTITY = 0The symbols plane is placed relative to a particular entity.
VIEW = 1The symbols plane is coincident with the near clipping plane of a particular view.

Members


int GetID ( ) #

Returns the plane identifier.

Return value

Identifier of the plane.

void AddSymbol ( Symbol symbol ) #

Adds the specified symbol to the plane.

Arguments

  • Symbol symbol - Symbol to be added.

void SetBillboard ( bool enable, bool fixed_scale ) #

Toggles on and off the plane orientation to the viewer and fixing the plane size regardless of the distance to it.

Arguments

  • bool enable - true to make the plane a billboard (always oriented to the viewer), false to disable orientation to the viewer.
  • bool fixed_scale - true to make the billboard size unchanged regardless of its distance from the viewer, false — to disable.

bool IsBillboard ( ) #

Checks if a node is a billboard (always oriented to the viewer).

Return value

true if a node is a billboard, otherwise false.

bool IsFixedBillboardScale ( ) #

Checks if the billboard size is fixed relative to the viewer regardless of the distance.

Return value

true if the billboard scale is fixed, otherwise false.

void SetPosition ( vec3 value ) #

Sets the plane position relative to the entity, if the plane has a parent entity.

Arguments

  • vec3 value - Position in the coordinate system of a parent entity.

void SetRotation ( quat rotate ) #

Sets the plane rotation relative to the parent entity. The method is not applicable to billboards.

Arguments

  • quat rotate - Rotation quaternion for the plane

void SetPhysicalSize ( float width, float height ) #

Sets the plane size for planes that have a parent entity.

Arguments

  • float width - Width of the symbols plane, in units
  • float height - Height of the symbols plane, in units

vec2 GetPhysicalSize ( ) #

Returns the physical size of the symbols plane, in units.

Return value

Vector containing physical size of the symbols plane (width, height), in units.

void SetUVSize ( float minU, float minV, float maxU, float maxV ) #

Sets the symbol surface 2D coordinate system.

Arguments

  • float minU - Minimum U value of the symbol surface.
  • float minV - Minimum V value of the symbol surface.
  • float maxU - Maximum U value of the symbol surface.
  • float maxV - Maximum V value of the symbol surface.

vec4 GetUVSize ( ) #

Returns the current symbol surface 2D coordinate system.

Return value

Vector containing the following values: (Minimum U, Minimum V, Maximum U, Maximum V).

void SetScreenSize ( float width, float height, float offsetX, float offsetY ) #

Sets the screen plane resolution and offset in pixels.

Arguments

  • float width - Width of the screen plane, in pixels.
  • float height - Height of the screen plane, in pixels.
  • float offsetX - Horizontal offset of the screen plane.
  • float offsetY - Vertical offset of the screen plane.

vec4 GetScreenSize ( ) #

Returns the screen plane resolution and offset in pixels.

Return value

Vector containing screen dimensions of the symbols plane (screen_width, screen_height, offset_z, offset_y), in pixels.

SymbolsPlane.SYMBOLS_PLANE_TYPE GetType ( ) #

Returns the type of the symbols plane.

Return value

Symbols plane type.

vec3 GetPosition ( ) #

Returns the current position of the symbols plane.

Return value

Vector containing coordinates of the symbols plane position.

quat GetRotation ( ) #

Returns the current rotation of the symbols plane.

Return value

Quaternion representing rotation of the symbols plane position.

int GetPixelsPerUnitV ( ) #

Returns the number of pixels per single vertical unit of the symbol surface.

Return value

Size of the the vertical unit in pixels.
Last update: 2024-12-13
Build: ()