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

Programming Quick References

Introduction#

Basic Scene Objects#

In terms of UNIGINE, node is a basic type from which all types of scene objects are inherited. Some of them appear visually: Objects, Decals, and Effects they all have surfaces to represent their geometry (mesh), while others (Light Sources, Players, etc.) are invisible.

Each node has a transformation matrix, which encodes position, rotation, and scale of the node in the world.

All scene objects added to the scene regardless of their type are called nodes.

Additional information:

Coordinate System#

The 3D space in UNIGINE is represented by the right-handed Cartesian coordinate system: X and Y axes form a horizontal plane, Z axis points up. When exporting an animation from 3D editors, Y is considered a forward direction.

Coordinate System

Positive rotation angle sets the rotation counterclockwise. It corresponds to the right-hand rule: if you set right hand thumb along the axis, other fingers wrapped will show rotation direction.

Rotation Directions

Additional information:

  1. For more information on UNIGINE node types, see Built-in Node Types section.
  2. For more information on managing nodes via API, see Node-Related Classes section.

Logging and Printing Messages to Console#

Printing messages to the log file and console helps to monitor overall progress of execution of your application and report errors which can be used in debugging. Log class makes it possible to print formatted string messages to the log file and the console. The code below demonstrates how to print various types of messages:

Notice
To enable displaying messages in the onscreen overlay use the following command: console_onscreen 1
Source code (C#)
// auxiliary variables for messages
string file_name = "file.txt";
int ID = 10;

// reporting an error message
Log.Error("Loading mesh: can't open \"{0}\" file\n", file_name);

// reporting a message
Log.Message("-> Added {0} UI elements.\n", ID);

// reporting a warning message
Log.Warning("ID of the \"{0}\" file: {1}.\n", file_name, ID);

// reporting a fatal error message to the log file and closing the application
Log.Fatal("FATAL ERROR reading \"{0}\" file!\n", file_name);

Additional information:

  • For more information on the console, see Console article.
  • For more information on the Log class, see Log class article.

Saving and Loading a World#

Some applications manage a single world, while other require several worlds to be managed. In any case, it is very useful to know how to save our current world and load some other. In order to solve this task, we should use the World class, which is designed as a singleton.

Source code (C#)
// loading world from the my_world.world file
World.LoadWorld("my_world");

We can also do the same via the console by using the Console class, which is also designed as a singleton.

Source code (C#)
// saving current world to the my_world.world file
Unigine.Console.Run("world_save my_world");

// loading world from the my_world.world file
Unigine.Console.Run("world_load my_world");

Additional information:

  • For more information on managing worlds via API, see the World class article.
  • For more information on the console and available commands, see Console article.
  • For more information on managing the console via API, see Console class article.
  • For more information on managing world nodes that are to be saved via API, see the methods of the Node class.

Closing the Application#

Any application needs to be closed at some moment. To close your application you should use the Engine class.

To close the application the following code is to be used:

Source code (C#)
// closing the application 
Engine.Quit();

Creating and Deleting Nodes at Runtime#

Nodes can be created and deleted at runtime almost as easy as in the Editor. The basic set of actions is as follows:

  • Creation. To create a node we should call a constructor of the corresponding class by using the new keyword and providing construction parameters if necessary.
  • Deletion. To delete a node we simply call the DeleteLater() method for the node we are going to remove.
Source code (C#)
// creating a node of the NodeType named nodename
<NodeType> nodename = new <NodeType>(<construction_parameters>);
	
// removing the node
nodename.DeleteLater();

Now let us illustrate the process of loading a node from a *.node file from disk using the AssetLinkNode class.

Source code (C#)
// link to a node asset file on disk
public AssetLinkNode assetNode;
// specify the spawn transform (position, rotation and scale)
public Node spawnPoint;

// load the node using the referenced asset
assetNode.Load(spawnPoint);

You can also create new nodes of various built-in classes using AssetLink. Just provide the asset file path to a class constructor.

Source code (C#)
// link to an asset file on disk
public AssetLink meshAsset;
// specify the spawn transform (position, rotation and scale)
public Node spawnPoint;

// check to see if the file exists on disk
if (meshAsset.IsFileExist)
{
	// create a new mesh from the asset link
	ObjectMeshStatic mesh = new ObjectMeshStatic(meshAsset.Path);
	// copy the transformation of the spawn point
	mesh.WorldTransform = spawnPoint.WorldTransform;
}

Additional information:

  • You can create primitives via code using the Primitives class.
  • For more information on assets referencing and loading them into a world, see the methods of the AssetLink and the AssetLinkNode classes.
  • For more information on managing world nodes, see the methods of the Node class.

Creating and Setting Up a Camera#

A camera is a viewport to the world, without it you actually won't be able to see anything. Cameras in UNIGINE are managed using players. When you add a new player, it creates a camera and specifies controls, masks, postprocess materials for this camera.

In order to set a new player as active one we should use the Game class which is designed as a singleton.

The following code illustrates creation of a PlayerSpectator and setting it as the active game camera.

Notice
By default the player uses a standard set of controls which can be overridden if necessary.
Source code (C#)
private void Init()
{

	// creating a new PlayerSpectator instance
	PlayerSpectator playerSpectator = new PlayerSpectator();

	// setting necessary parameters: FOV, ZNear, ZFar, view direction vector and position.
	playerSpectator.Fov = 90.0f;
	playerSpectator.ZNear = 0.1f;
	playerSpectator.ZFar = 10000.0f;
	playerSpectator.ViewDirection = new vec3(0.0f, 1.0f, 0.0f);
	playerSpectator.WorldPosition = new Vec3(-1.6f, -1.7f, 1.7f);

	// setting the player as a default one via the Game singleton instance
	Game.Player = playerSpectator;
}

Additional information:

  • For more information on players, see the Players article.
  • For more information on players API, see the Players-Related Classes article.
  • For more information on the Game class, see the Game class article.

Creating and Setting up Light Sources#

Lighting is the basis of every scene defining colors and final look of your objects. Lights in UNIGINE are created the same way as all nodes.

Let us consider creation of a world light source as an example:

Source code (C#)
private void Init()
{

	// creating a world light source and setting its color to white
	LightWorld sun = new LightWorld(new vec4(1.0f, 1.0f, 1.0f, 1.0f));
		
	// setting light source's parameters (intensity, disable angle, scattering type, name and rotation)
	sun.Name = "Sun";
	sun.DisableAngle = 90.0f;
	sun.Intensity = 1.0f;
	sun.Scattering = LightWorld.SCATTERING.SUN;
	sun.SetWorldRotation(new quat(86.0f, 30.0f, 300.0f));
}

Additional information:

Creating, Applying and Deleting Materials at Runtime#

Materials assigned to particular surfaces of a node determine how the node is to be rendered. They implement the shaders and control what options, states, parameters of different types and textures are used to render the node during the rendering passes. To manage materials we use the following two classes:

  • Materials class which represents an interface for managing loaded materials.
  • Material class which is used to manage each individual material.

The following code can be used to create a new material inherited from the mesh_base material.

Source code (C#)
private void Init()
{

	// creating a box (ObjectMeshDynamic node)
	ObjectMeshDynamic my_mesh = Primitives.CreateBox(new vec3(1.5f, 1.5f, 1.5f));

	// getting the base mesh_base material to inherit from
	Material mesh_base = Materials.FindManualMaterial("Unigine::mesh_base");
	
	// inherit a new child material from it
	Material my_mesh_base = mesh_base.Inherit();
	
	// save it to  "materials/my_mesh_base0.mat"
	my_mesh_base.CreateMaterialFile("materials/my_mesh_base0.mat");

	// setting the albedo color of the material to red
	my_mesh_base.SetParameterFloat4("albedo_color", new vec4(255, 0, 0, 255));

	// assigning a "my_mesh_base0.mat" material to the surface 0 of the my_mesh ObjectMeshDynamic node
	my_mesh.SetMaterialFilePath("materials/my_mesh_base0.mat", 0);

	// assigning a "my_mesh_base0.mat" material to all surfaces of the my_mesh ObjectMeshDynamic node
	my_mesh.SetMaterialFilePath("materials/my_mesh_base0.mat", "*");
}

private void Shutdown()
{

	// deleting the material "materials/my_mesh_base0.mat"
	Materials.RemoveMaterial(Materials.FindMaterialByPath("materials/my_mesh_base0.mat").GUID, true);
}

Additional information:

  • For more information on creating and editing materials via API, see the Material class article.
  • For more information on managing loaded materials via API, see the Materials class article.
  • For more information on materials files formats, see the Materials Files section.
  • For more information on materials parameters, see the materials files in the %UNIGINE_SDK_BROWSER_INSTALLATION_FOLDER%/sdks/%CURRENT_SDK%/data/core/materials/default/ folder.

Managing Existing Scene Objects#

Not all content in the world is created at runtime, so we should be able to operate with nodes that already exist. How do we get pointers to existing objects in order to manage them? This is where the World class comes into play again. Basically, there are two ways we can get a pointer to a certain node using the methods of the World class:

These methods return a NodePtr value, which is a pointer to the base class, but in order to perform operations with a certain object (e.g. ObjectMeshDynamicPtr) we need to perform downcasting (i.e. convert from a pointer-to-base to a pointer-to-derived).

Sometimes you may also need to perform upcasting (i.e. convert from a pointer-to-derived to a pointer-to-base), in this case you can use the derived class itself. The code below demonstrates the points described above.

Source code (C#)
// find a pointer to node by a given name
Node baseptr = World.GetNodeByName("my_meshdynamic");

// cast a pointer-to-derived from pointer-to-base with automatic type checking
ObjectMeshDynamic derivedptr = baseptr as ObjectMeshDynamic;

// upcast to the pointer to the Object class which is a base class for ObjectMeshDynamic
Object obj = derivedptr;

// upcast to the pointer to the Node class which is a base class for all scene objects
Node node = derivedptr;

There are the following ways to get a component from a node:

Source code (C#)
// get the component assigned to a node by type "MyComponent"
MyComponent my_component = GetComponent<MyComponent>(some_node);

// do the same by using the function of node
my_component = some_node.GetComponent<MyComponent>();

Additional information:

  • For more information see the World class article.

Performing Basic Transformations (Move, Rotate, Scale)#

Every node has a transformation matrix, which encodes position, rotation, and scale of the node in the world. If a node is added as a child of another node, it has a transformation matrix that is related to its parent node. That is why the Node class has different functions: getTransform(), setTransform() and getWorldTransform(), setWorldTransform() that operate with local and world transformation matrices respectively. The following code illustrates how to perform basic node transformations:

Source code (C#)
// move the node by X, Y, Z units along the corresponding axes
node.WorldPosition = node.WorldPosition + new vec3(X, Y, Z);

// move the node by one unit along the Y axis
node.WorldTranslate(0.0f, 1.0f, 0.0f);

// rotate the node around the axis (X, Y, Z) by the Alpha angle 
node.SetWorldRotation(node.GetWorldRotation() * new quat(new vec3(X, Y, Z), Alpha));

// rotate the node around X, Y, and Z axes by the corresponding angle (angle_X, angle_Y, angle_Z)
node.SetWorldRotation(node.GetWorldRotation() * new quat(angle_X, angle_Y, angle_Z));

// rotate the node by 45 degrees along the Z axis
node.WorldRotate(0.0f, 0.0f, 45.0f);

// orient the node using a direction vector and a vector pointing upwards
node.SetWorldDirection(new vec3(0.5f, 0.5f, 0.0f), vec3.UP, MathLib.AXIS.Y);

// setting node scale to Scale_X, Scale_Y, Scale_Z along the corresponding axes
node.WorldScale = new vec3(Scale_X, Scale_Y, Scale_Z);

// setting new transformation matrix to scale the node 2 times along all axes, rotate it by 45 degrees around the Z-axis and move it by 1 unit along all axes
dmat4 transform = new dmat4(MathLib.Translate(1.0f, 1.0f, 1.0f) * MathLib.Rotate(new quat(0.0f, 0.0f, 1.0f, 45.0f)) * MathLib.Scale(new vec3(2.0f)));

// setting node transformation matrix relative to its parent
node.Transform = transform;

// setting node transformation matrix relative to the world origin
node.WorldTransform = transform;

Additional information:

Making the Game Process Framerate-independent#

As the frame rate of our application may vary (i.e. the AppWorldLogic::update() method will be called more or less frequently) depending on hardware, we should do something to ensure that certain actions are performed at the same time periods regardless of the frame rate (e.g. change something once per second etc). To make your game frame rate independent you can use a scaling multiplier (the time in seconds it took to complete the last frame) returned by the following methods:

  • Engine::getIfps() returns the inverse FPS value for your application.
  • Game::getIfps() returns the scaled inverse FPS value. This class is to be used when you want to speed up, slow down or pause rendering, physics or game logic.

To change the transformations you can use the following code:

Source code (C#)
private void Update()
{

	// getting an inverse FPS value (the time in seconds it took to complete the last frame)
	float ifps = Game.IFps;

	// moving the node up by 0.3 units every second instead of every frame
	node.WorldTranslate(new Vec3(0.0f, 0.0f, 0.3f * ifps));
}

To perform some changes once in a certain period of time you can use the following code:

Source code (C#)
const float INTERVAL_DURATION = 5;
float elapsed_time = INTERVAL_DURATION;

private void Update()
{

	// getting an inverse FPS value (the time in seconds it took to complete the last frame)
	float ifps = Game.IFps;

	// checking if it's time to make changes
	if (elapsed_time < 0.0f)
	{

		/* .. DO SOME CHANGES .. */

		// resetting elapsed time counter
		elapsed_time = INTERVAL_DURATION;
	}

	// decreasing elapsed time counter
	elapsed_time -= ifps;
}

Additional information:

  • For more information on the Game class, see the Game class article.
  • For more information on the Engine class, see the Engine class article.

Managing Intersections#

Intersections are widely used in 3D applications. In UNIGINE there are three main types of intersections:

But there are some conditions to detect intersections with the surface:

  1. The surface is enabled.
  2. The surface has a material assigned.
  3. Per-surface Intersection flag is enabled.

    Notice
    You can set this flag to the object's surface by using the Object.setIntersection() function.

The code below illustrates several ways of using world intersections:

  • to find all nodes intersected by a bounding box
  • to find all nodes intersected by a bounding sphere
  • to find all nodes intersected by a bounding frustum
  • to find the first object intersected by a ray
Source code (C#)
void listNodes(List<Node> nodes, string intersection_with)
{
	Log.Message("total number of nodes intersecting a {0} is: {1} \n", intersection_with, nodes.Count);
	foreach (Node node in nodes)
	{
		Log.Message("Intersected node: {0} \n", node.Name);
	}

	// clearing the list of nodes
	nodes.Clear();
}

private void Update()
{

	// getting a player pointer
	Player player = Game.Player;

	// creating a vector to store intersected nodes
	List<Node> nodes = new List<Node>();

	//-------------------------- FINDING INTERSECTIONS WITH A BOUNDING BOX -------------------------

	// initializing a bounding box with a size of 3 units, located at the World's origin 
	WorldBoundBox boundBox = new WorldBoundBox(new Vec3(0.0f), new Vec3(3.0f));

	// finding nodes intersecting a bounding box and listing them if any
	if (World.GetIntersection(boundBox, nodes))
		listNodes(nodes, "bounding box");

	//------------------------- FINDING INTERSECTIONS WITH A BOUNDING SPHERE ------------------------

	// initializing a bounding sphere with a radius of 3 units, located at the World's origin 
	WorldBoundSphere boundSphere = new WorldBoundSphere(new Vec3(0.0f), 3.0f);

	// finding nodes intersecting a bounding sphere and listing them if any
	if (World.GetIntersection(boundSphere, nodes)) 
		listNodes(nodes, "bounding sphere");

	//------------------------- FINDING INTERSECTIONS WITH A BOUNDING FRUSTUM -----------------------

	// initializing a bounding frustum with a  frustum of the player's camera
	WorldBoundFrustum boundFrustum = new WorldBoundFrustum(player.Camera.Projection, player.Camera.Modelview);

	// finding ObjectMeshStaticNodes intersecting a bounding frustum and listing them if any
	if (World.GetIntersection(boundFrustum, Node.TYPE.OBJECT_MESH_STATIC, nodes)) 
		listNodes(nodes, "bounding frustum");

	//---------------- FINDING THE FIRST OBJECT INTERSECTED BY A RAY CAST FROM P0 to P1 --------------

	// initializing points of the ray from player's position in the direction pointed by the mouse cursor 
	ivec2 mouse = Input.MousePosition;
	Vec3 p0 = player.WorldPosition;
	Vec3 p1 = p0 + new Vec3(player.GetDirectionFromMainWindow(mouse.x, mouse.y)) * 100;

	//creating a WorldIntersection object to store the information about the intersection
	WorldIntersection intersection = new WorldIntersection();

	// casting a ray from p0 to p1 to find the first intersected object
	Unigine.Object obj = World.GetIntersection(p0, p1, 1, intersection);

	// print the name of the first intersected object and coordinates of intersection point if any
	if (obj)
	{
		Vec3 p = intersection.Point;
		Log.Message("The first object intersected by the ray at point ({0}) is: {1} \n ", p, obj.Name);
	}
}

Additional information:

  • For more information on intersections, see the Intersections article.
  • For more information on managing World intersections via API, see the World class article.
  • For more information on managing Game intersections via API, see the Game class article.
  • For more information on managing Physics intersections via API, see the Physics class article.

Getting and Managing User Inputs#

The majority of applications are designed to interact with the user. In UNIGINE you can manage user inputs using the following classes:

The following code illustrates how to use Input class to get mouse coordinates in case if a right mouse button was clicked and to close the application if "q" key was pressed (ignoring this key if the console is opened):

Source code (C#)
private void Update()
{

	// if right mouse button is clicked
	if(Input.IsMouseButtonDown(Input.MOUSE_BUTTON.RIGHT))
	{
		ivec2 mouse = Input.MousePosition;
		// report mouse cursor coordinates to the console
		Log.Message("Right mouse button was clicked at {0}\n", mouse);
	}

	// closing the application if the 'q' key is pressed, ignoring the key if the console is opened
	if (Input.IsKeyDown(Input.KEY.Q) && !Unigine.Console.Active)
	{
		Engine.Quit();
	}
}

The following code illustrates how to use Controls class to handle keyboard input:

Source code (C#)
private void Update()
{

	// getting current controls
	Controls controls = Game.Player.Controls;

	// checking controls states and reporting which buttons were pressed
	if (controls.ClearState(Controls.STATE_FORWARD) != 0 || controls.ClearState(Controls.STATE_TURN_UP) != 0)
	{
		Log.Message("FORWARD or UP key pressed\n");
	}
	else if (controls.ClearState(Controls.STATE_BACKWARD) != 0  || controls.ClearState(Controls.STATE_TURN_DOWN) != 0 )
	{
		Log.Message("BACKWARD or DOWN key pressed\n");
	}
	else if (controls.ClearState(Controls.STATE_MOVE_LEFT) != 0  || controls.ClearState(Controls.STATE_TURN_LEFT) != 0 )
	{
		Log.Message("MOVE_LEFT or TURN_LEFT key pressed\n");
	}
	else if (controls.ClearState(Controls.STATE_MOVE_RIGHT) != 0  || controls.ClearState(Controls.STATE_TURN_RIGHT) != 0 )
	{
		Log.Message("MOVE_RIGHT or TURN_RIGHT key pressed\n");
	}
}

The following code illustrates how to use ControlsApp class to map keys and buttons to states and then to handle user input:

Source code (C#)
private void Init()
{

	// remapping states to other keys and buttons
	ControlsApp.SetStateKey(Controls.STATE_FORWARD, Input.KEY.PGUP);
	ControlsApp.SetStateKey(Controls.STATE_BACKWARD, Input.KEY.PGDOWN);
	ControlsApp.SetStateKey(Controls.STATE_MOVE_LEFT,  Input.KEY.L);
	ControlsApp.SetStateKey(Controls.STATE_MOVE_RIGHT,  Input.KEY.R);
	ControlsApp.SetStateMouseButton(Controls.STATE_JUMP, Input.MOUSE_BUTTON.LEFT);
}

private void Update()
{

	if (ControlsApp.ClearState(Controls.STATE_FORWARD) != 0)
	{
		Log.Message("FORWARD key pressed\n");
	}
	else if (ControlsApp.ClearState(Controls.STATE_BACKWARD) != 0)
	{
		Log.Message("BACKWARD key pressed\n");
	}
	else if (ControlsApp.ClearState(Controls.STATE_MOVE_LEFT) != 0)
	{
		Log.Message("MOVE_LEFT key pressed\n");
	}
	else if (ControlsApp.ClearState(Controls.STATE_MOVE_RIGHT) != 0)
	{
		Log.Message("MOVE_RIGHT key pressed\n");
	}
	else if (ControlsApp.ClearState(Controls.STATE_JUMP) != 0)
	{
		Log.Message("JUMP button pressed\n");
	}
}

Additional information:

  • For more information on managing user inputs using Input class, see the Input class article.
  • For more information on managing user inputs using Controls class, see the Controls class article.
  • For more information on managing user inputs using ControlsApp class, see the ControlsApp class article.

Creating User Interface#

In UNIGINE a Graphical User Interface (GUI) is composed of different types of widgets added to it. Basically, there are two ways of creating GUI:

  • By adding widgets to the system GUI (Unigine user interface) that is rendered on top of application window.
  • By adding widgets to a GUI object positioned in the world. In this case, any postprocessing filter can be applied.

To add elements to the system GUI you should use the Gui class.

There are 2 ways to create the GUI layout:

The following code demonstrates how to add a label and a slider to the system GUI:

Source code (C#)
private void Init()
{

	// getting a GUI pointer
	Gui gui = Gui.GetCurrent();

	// creating a label widget and setting up its parameters
	WidgetLabel widget_label = new WidgetLabel(gui, "Label text:");
	widget_label.SetToolTip("This is my label!");
	widget_label.Arrange();
	widget_label.SetPosition(10, 10);

	// creating a slider widget and setting up its parameters
	WidgetSlider widget_slider = new WidgetSlider(gui, 0, 360, 90);
	widget_slider.SetToolTip("This is my slider!");
	widget_slider.Arrange();
	widget_slider.SetPosition(100, 10);

	gui.AddChild(widget_label, Gui.ALIGN_OVERLAP | Gui.ALIGN_FIXED);
	gui.AddChild(widget_slider, Gui.ALIGN_OVERLAP | Gui.ALIGN_FIXED);
}

In order to use GUI elements we must specify handlers for various events (click, change, etc.). The following code demonstrates how to set event handlers:

Source code (C#)
void onSliderChanged(Widget sender)
{
	Log.Message("\n The value of the slider has been changed: {0}\n", (sender as WidgetSlider).Value);
}

private void Init()
{

	// getting the system GUI
	Gui gui = Gui.GetCurrent();

	// creating a button widget and setting its parameters
	WidgetButton widget_button = new WidgetButton(gui, "Press me");
	widget_button.Arrange();
	widget_button.SetPosition(10,10);
	
	// creating a slider widget and setting its parameters
	WidgetSlider widget_slider = new WidgetSlider(gui);
	widget_button.Arrange();
	widget_button.SetPosition(100,10);

	// setting a lambda function to handle CLICKED event
	widget_button.EventClicked.Connect(() => Log.Message("Button pressed\n"));
	// setting a method to handle CHANGED event
	widget_slider.EventChanged.Connect(onSliderChanged);

	// adding the created widgets to the system GUI
	gui.AddChild(widget_button, Gui.ALIGN_OVERLAP | Gui.ALIGN_FIXED);
	gui.AddChild(widget_slider, Gui.ALIGN_OVERLAP | Gui.ALIGN_FIXED);
}

Additional information:

  • For more information on UI files, see the UI files article.
  • For more information on GUI-related API, see the GUI-related classes section.
  • For more information on the Gui class, see the Gui class article.
  • For more information on handling events, see the Events Handling article.

Playing Sound and Music#

Sound Source

The SoundSource class is used to create directional sound sources. To create a sound source, create an instance of the SoundSource class and specify all required settings:

Source code (C#)
// create a new sound source using the given sound sample file
SoundSource sound = new SoundSource("sound.mp3");

// disable sound muffling when being occluded
sound.Occlusion = 0;
// set the distance at which the sound gets clear
sound.MinDistance = 10.0f;
// set the distance at which the sound becomes out of audible range
sound.MaxDistance = 100.0f;
// set the gain that result in attenuation of 6 dB
sound.Gain = 0.5f;
// loop the sound
sound.Loop = 1;
// start playing the sound sample 
sound.Play();

The resulting sound depends on relative positions of sound sources and the listener.

Ambient Source

To play ambient background music create an instance of the AmbientSource class, specify all required parameters and enable it. Make sure to import the sound asset to the project.

Notice
For an ambient source to be played, a player is always required. In case an ambient source needs to be played when neither a world, nor the editor are loaded, a player, as well as the sound source (see code below), should be created in the SystemLogic.Init() method; otherwise, no sound will be heard.
Source code (C#)
// create a player so that an ambient sound source is played
PlayerSpectator player = new PlayerSpectator();
player.Position = new Vec3(0.0f, -3.401f, 1.5f);
player.ViewDirection = new vec3(0.0f, 1.0f, -0.4f);
Game.Player = player;

// create the ambient sound source
AmbientSource sound = new AmbientSource("sound.mp3");

// set necessary sound settings
sound.Gain = 0.5f;
sound.Pitch = 1.0f;
sound.Loop = 1;
// play the sound
sound.Play();

Additional information:

  • For more information on directional sound, see the SoundSource class article.
  • For more information on ambient sound, see the AmbientSource class article.

Setting Up Physics#

An object should have a body and a shape to be affected by gravity and to collide with other physical objects:

Source code (C#)
// create a mesh box
ObjectMeshStatic box = new ObjectMeshStatic("core/meshes/box.mesh");

// create a body and a shape based on the mesh
BodyRigid bodyBox = new BodyRigid(box);
ShapeBox shapeBox = new ShapeBox(bodyBox, new vec3(1.0f));

Catching Nodes with World Triggers#

A World trigger triggers events when any nodes (colliders or not) get inside or outside of them. The trigger can detect a node of any type by its bounding box. The trigger reacts to all nodes (default behavior).

The handler function of World Trigger is actually executed only when the next engine function is called: that is, before updatePhysics() (in the current frame) or before update() (in the next frame) - whatever comes first.

Notice
If you have moved some nodes and want to execute handler functions based on changed positions in the same frame, you need to call updateSpatial() first.

You can subscribe for Enter and Leave events with handler functions to be executed when a node enters or leaves the World Trigger. A handler function must receive a Node as its first argument.

Source code (C#)
// implement the enter event handler
void enter_event_handler(Node node)
{
	Log.Message("\nA node named {0} has entered the trigger\n", node.Name);
}

// implement the leave event handler
void leave_event_handler(Node node)
{
	Log.Message("\nA node named {0} has left the trigger\n", node.Name);
}

WorldTrigger trigger;

private void Init()
{

	// create a world trigger
	trigger = new WorldTrigger(new vec3(3.0f));
	// add the Enter event handler to be executed when a node enters the world trigger
	trigger.EventEnter.Connect(enter_event_handler);
	// add the Leave event handler to be executed when a node leaves the world trigger
	trigger.EventLeave.Connect(leave_event_handler);
}
Last update: 2024-12-13
Build: ()