This page has been translated automatically.
Programming
Fundamentials
Setting Up Development Environment
UnigineScript
High-Level Systems
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Bounds-Related Classes
Containers
Controls-Related Classes
Core Library
Engine-Related Classes
GUI-Related Classes
Node-Related Classes
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
Rendering-Related Classes
Utility Classes
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Player Class

This class is used to create cameras that view the world. Their viewing frustum is defined by a near clipping plane, far clipping plane and the field of view. Note that if you set up a custom model-view or projection matrix and after that call any of these functions:

your custom matrices will be overwritten.

Objects, decals and lights can be selectively displayed in the player viewport. To be displayed, their viewport mask should be matching with the player's viewport mask (one matching bit is enough):

Reflections can also be selectively rendered into the viewport: an object can be rendered without reflection or reflection without an object. For that, the player's reflection mask should match with:

That is enough to render reflection from the object without an object itself. If an object needs to be present as well, all these conditions should simply go together with above mentioned ones.

To render an object without reflection, simply either its material viewport mask or object surface viewport mask should not match the player's reflection mask.

Players cannot have a parent node; they always use the world coordinates for their transformations. The only exception is PlayerDummy.

Player Class

Members


Player getPlayer ()

Returns a player pointer.

Return value

The player pointer.

int getSourceMask ()

Returns a bit mask that determines what sound channels can be heard. For a sound source to be heard, its mask should match with this one in at least one bit. Plus, the volume of sound channel in which the sound plays (its number also depends on this mask) should not be equal to 0.

Return value

Integer, each bit of which specifies a sound channel.

void setReverbMask (int mask)

Updates a bit mask that determines what reverberation zones can be heard. For sound to reverberate, at least one bit of this mask should match with a reverb mask of the sound source and a reverb mask of the reverberation zone. (Masks of a sound source and reverberation zone can match with the player's one in different bits, not necessarily one).

Arguments

  • int mask - Integer, each bit of which is a mask for reverberating sound sources and reverberation zones.

void flushTransform ()

Forces to immediately set transformations to the player. This function should be called manually after user input has been updated via updateControls().

vec3 getVelocity ()

Returns a player's velocity.

Return value

Velocity in units per second.

void setCamera (Camera camera)

Arguments

  • Camera camera

void setSourceMask (int mask)

Updates a bit mask that determines what sound sources can be heard. For a sound source to be heard, its mask should match with this one in at least one bit. Plus, the volume of sound channel in which the sound plays (its number also depends on this mask) should not be equal to 0.

Arguments

  • int mask - Integer, each bit of which specifies a sound channel.

void setVelocity (vec3 velocity)

Sets a player's velocity.
Notice
In case of PlayerActor, this function is valid only when the player is not simulated physically (setPhysical() is set to 0). If it is, moving PlayerActor is done via accessing its body.

Arguments

  • vec3 velocity - New velocity in units per second.

void setViewportMask (int mask)

Sets a bit mask for rendering into the viewport. Object surfaces, materials, decals, lights and GUI objects will be rendered into the viewport only if their viewport mask matches the player's one (one matching bit is enough).

Arguments

  • int mask - Integer, each bit of which is a mask.

void updateControls (float ifps)

Gets the current player's parameters (impulse, direction, velocity etc) according to user input. After the input has been updated, flushTransform() should be called manually to apply it to the player.

Arguments

  • float ifps - Frame duration in seconds.

float getFov ()

Returns the current vertical field of view of the player. (Horizontal FOV cannot be used since it varies depending on the viewport's aspect ratio.)

Return value

Vertical field of view in degrees.

mat4 getProjection ()

Returns the current projection matrix with unit (1.0) aspect ratio.

Return value

Projection matrix.

int getViewportMask ()

Returns the current bit mask for rendering into the viewport. Object surfaces, materials, decals, lights and GUI objects will be rendered into the viewport only if their viewport mask matches the player's one (one matching bit is enough).

Return value

Integer, each bit of which is a mask.

string getPostMaterials ()

Returns names of the current post postprocess materials that are applied after all other postprocess (such as HDR, DOF, etc.) are rendered.
They are used after engine.render.getPostMaterials(), if any.

Return value

Name of the current post postprocess materials.

void setControlled (int controlled)

Disables or enables player controls.

Arguments

  • int controlled - 1 — enable player controls, 0 — disable (player stops responding to them).

void setPostMaterials (string materials)

Sets post postprocess materials that are applied after all other postprocess (such as HDR, DOF, etc.) are rendered.
They are used after engine.render.setPostMaterials(), if any.

Arguments

  • string materials - List of comma-separated postprocess materials names.

void setUp (vec3 up)

Sets an up direction of the player's viewport (i.e. tilt of the player's viewport).
Notice
In case of PlayerActor, its transformation forces it to recalculate its inner state (position, direction, angles and so on), so the up direction of the player's viewport may become "negative forward". And then transformation will be recalculated by using this direction, causing flip of the basis of the player actor. To avoid such flipping, the theta and phi angles should be recalculated by using the current viewing orientation of the player.

Arguments

  • vec3 up - New upward direction vector. The vector is normalized to 1.

float getZFar ()

Returns the current distance to the far clipping plane of the player's viewing frustum.

Return value

Distance in units.

void setReflectionMask (int mask)

Sets a bit mask for rendering reflections into the viewport. Reflections are rendered in the viewport if masks of reflective materials match this one.

Arguments

  • int mask - Integer, each bit of which is a mask.

vec3 getUp ()

Returns the current up direction of the player's viewport (i.e. tilt of the player's viewport).

Return value

Upward direction vector.

void setProjection (mat4 projection)

Updates the current projection matrix.

Arguments

  • mat4 projection - Projection matrix.

void setZNear (float znear)

Sets a distance to the near clipping plane of the player's viewing frustum.

Arguments

  • float znear - New distance in units. If a negative value is provided, 0 will be used instead.

float getZNear ()

Returns the current distance to the near clipping plane of the player's viewing frustum.

Return value

Distance in units.

void setFov (float fov)

Sets a vertical field of view of the player. (Horizontal FOV cannot be used since it varies depending on the viewport's aspect ratio.)

Arguments

  • float fov - New vertical field of view in degrees. The provided value will be saturated in the range [0; 180].

int getReflectionMask ()

Returns the current bit mask for rendering reflections into the viewport. Reflections are rendered in the viewport if masks of reflective materials match this one.

Return value

Integer, each bit of which is a mask.

Controls getControls ()

Returns a Controls object that holds settings of input controls relevant to the player.

Return value

Controls object used to handle input controls.

void setZFar (float zfar)

Sets a distance to the far clipping plane of the player's viewing frustum.

Arguments

  • float zfar - New distance in units. If a negative value is provided, 0 will be used instead.

int isControlled ()

Returns a value indicating whether player controls are disabled (player does not respond to them) or enabled.

Return value

Positive number if player controls are disabled; otherwise, 0.

int getReverbMask ()

Returns the current bit mask that determines what reverberation zones can be heard. For sound to reverberate, at least one bit of this mask should match with a reverb mask of the sound source and a reverb mask of the reverberation zone. (Masks of a sound source and reverberation zone can match with the player's one in different bits, not necessarily one).

Return value

Integer, each bit of which is a mask for reverberating sound sources and reverberation zones.

CHANGE ME getCamera ()

NEW! Add description

Return value

NEW! Return description

void setControls (Controls controls)

Sets a Controls object that will hold settings of input controls relevant to the player.

Arguments

  • Controls controls - Controls object used to handle input controls.

getViewDirection ()

setViewDirection (vec3 direction)

Arguments

  • vec3 direction
Last update: 2017-07-03
Build: ()