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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

Node Class

Members


vec3 getAngularVelocity()

Returns the angular velocity of the node's physical body in the local space.

Return value

Angular velocity in the local space.

BoundBox getBoundBox()

Returns the bounding box of the node.

Return value

The bounding box.

BoundSphere getBoundSphere()

Returns the bounding sphere of the node.

Return value

The bounding sphere.

Node getChild(int num)

Returns a given child of the node.

Arguments

  • int num - ID number of the child.

Return value

Child node.

int isChild(Node n)

Checks if a given node is a child of the current node.

Arguments

  • Node n - Node to check.

Return value

1 if the node in question is a child; otherwise, 0.

void setClutter(int clutter)

Updates a value indicating if the node represents a clutter object.

Arguments

  • int clutter - Positive number to mark the node as a clutter object, 0 otherwise.

int isClutter()

Returns a value indicating if the node is a clutter object.

Return value

1 if the node is a clutter object; otherwise, 0.

void setCollider(int collider)

Updates a value indicating if collision test enabled for the node.

Arguments

  • int collider - Positive number to enable collision test, 0 to disable.

int isCollider()

Returns a value indicating if collision test is enabled for the node.

Return value

1 if collision test is enabled for the node ; otherwise, 0.

void setData(string data)

Updates user data associated with the node.
  • If the node was loaded from the *.node file, data is saved directly into the data tag of this file.
  • If the node is loaded from the *.world file, data is saved into the Node data tag of the *.world file.
  • If the node is loaded from the *.world file as a NodeReference, data will be saved to the NodeReference data tag of the *.world file.

Arguments

  • string data - New user data. Data can contain an XML formatted string.

string getData()

Returns user string data associated with the node.
  • If the node was loaded from the *.node file, data from the data tag of this file is returned.
  • If the node is loaded from the *.world file, data from the Node data tag of the *.world file is returned.
  • If the node is loaded from the *.world file as a NodeReference, data from the NodeReference data tag of the *.world file is returned.
Notice
You can also use setVariable()to associate an arbitrary user variable with a node.

Return value

User string data. Data can contain an XML formatted string.

int isDecal()

Returns a value indicating if the node is a decal (its type is NODE_DECAL_*).

Return value

1 if the node is a decal; otherwise, 0.

void setNodeDirection(vec3 dir, vec3 up)

Updates the direction vector of the node. By default, a direction vector points along -Z axis. This function changes its direction and reorients the node.

Arguments

  • vec3 dir - New direction vector in the local space. The direction vector always has unit length.
  • vec3 up - New up vector in the local space.

vec3 getNodeDirection()

Returns the normalized direction vector of the node. By default, a direction vector points along the mesh local -Z axis. It always has an unit length.

Return value

Normalized direction vector in the local space.

void setEnabled(int enabled)

Enables or disables the node.

Arguments

  • int enabled - Positive number to enable the node, 0 to disable.

int isEnabled()

Returns a value indicating if the node and its parent nodes are enabled.

Return value

1 if the node and its parent nodes are enabled; otherwise, 0.

int isEnabledSelf()

Returns a value indicating if the node is enabled.

Return value

1 if the node is enabled; otherwise, 0.

isExtern()

int isField()

void setFolded(int folded)

Shows or minimizes node children in the node tree hierarchy.

Arguments

  • int folded - Positive number to minimize node children, 0 to expand node hierarchy.

int isFolded()

Returns a value indicating if node children are displayed or minimized in the node tree hierarchy.

Return value

Positive number if node children are hidden in the node tree; otherwise, 0.

int isGeodetic()

Return value

1 if the node is a geodetic-related; otherwise, 0.

void setHandled(int handled)

Disables or shows the node handle. This option is valid only for invisible nodes, such as light and sound sources, particle systems and world-managing nodes (WorldSector, WorldPortal, WorldOccluder, triggers, expressions, etc.)

Arguments

  • int handled - Positive number to show the handle, 0 to hide it.

int isHandled()

Returns a value indicating if the node handle is displayed. This option is valid only for invisible nodes, such as light and sound sources, particle systems and world-managing nodes (WorldSector, WorldPortal, WorldOccluder, triggers, expressions, etc.)

Return value

1 if the handle is shown; otherwise, 0.

int setID(int id)

Sets the unique ID for the node.

Arguments

  • int id - Unique ID.

Return value

1 if the ID is set successfully; otherwise, 0.

int getID()

Returns the unique ID of the node.
Notice
See also engine.world.getNode() function.

Return value

Unique ID.

Mat4 getIWorldTransform()

Returns the inverse transformation matrix of the node for transformations in the world coordinates.

Return value

Inverse transformation matrix.

void setLatest(int latest)

Sets a flag that forces a node to be updated the last of all, after states of all other nodes were updated. For example, a post update flag is useful to draw nodes strictly in front of the camera (after a Player has updated its transformations).

Arguments

  • int latest - Positive value to update a node last of all; otherwise, 0.

int isLatest()

Checks if a node is forced to be updated the last of all, after states of all other nodes were updated. For example, a post update flag is useful to draw nodes strictly in front of the camera (after a Player has updated its transformations).

Return value

1 if the node is updated last of all; otherwise, 0

int isLight()

Returns a value indicating if the node is a light source (its type is NODE_LIGHT_*).

Return value

1 if the node is a light source; otherwise, 0.

vec3 getLinearVelocity()

Returns the linear velocity of the node's physical body in the local space.

Return value

Linear velocity in the local space.

void setName(string name)

Updates the name of the node.

Arguments

  • string name - New name of the node.

string getName()

Returns the name of the node.

Return value

Name of the node.

int isNavigation()

Returns a value indicating if a given node is a navigation node.

Return value

Returns 1 if the given node is a navigation node; otherwise, 0.

Node getNode()

Returns a node pointer.

Return value

Node pointer.

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

Returns 1 if the node is valid; otherwise, 0.

int isNode(int id)

Check the node pointer.

Arguments

  • int id - Node pointer.

Return value

Returns 1 if the node is valid; otherwise, 0.

int getNumChildren()

Returns the number of children of the node.

Return value

Number of child nodes.

int isObject()

Returns a value indicating if the node is an object node (its type is NODE_OBJECT_*).

Return value

1 if the node is an object node; otherwise, 0.

Body getObjectBody()

BodyRigid getObjectBodyRigid()

int isObstacle()

Returns a value indicating if a given node is an obstacle node.

Return value

Returns 1 if the given node is an obstacle node; otherwise, 0.

void setParent(Node parent)

Updates the parent for the node. Transformations of the current node will be done in the coordinates of the parent.

Arguments

  • Node parent - New parent node.

Node getParent()

Returns the parent of the node.

Return value

Parent node or NULL (0), if the node has no parent.

int isPhysical()

Returns a value indicating if the node is a physical force node (its type is NODE_PHYSICAL_FORCE).

Return value

1 if the node is a physical force node; otherwise, 0.

int isPlayer()

Returns a value indicating if the node is a player (its type is NODE_PLAYER_*).

Return value

1 if the node is a player; otherwise, 0.

void setNodePosition(Vec3 pos)

Updates the node position.

Arguments

  • Vec3 pos - New position in the local space.

Vec3 getNodePosition()

Returns the node position.

Return value

The node position in the local space.

Node getPossessor()

Returns NodeReference, WorldCluster or WorldClutter if they are a container of the current node. This function can only be applied to a root node inside a node reference.

Return value

Container of the node.

int setProperty(string name)

Associates a given property with the whole node.

Arguments

  • string name - Property name.

Return value

1 if the property is set correctly; otherwise - 0.

Property getProperty()

Returns a property associated with the node.

Return value

Property defined for the whole node.

string getPropertyName()

Returns the name of a property associated with the node.

Return value

Property name.

void setQuery(int query)

Updates a value indicating if occlusion query is used for the node.

Arguments

  • int query - Positive number to use occlusion query, 0 not to use.

int isQuery()

Returns a value indicating if occlusion query is used for the node.

Return value

1 if occlusion query is used; otherwise, 0.

Node getRootNode()

void setNodeRotation(quat rot, int identity = 0)

Updates the node rotation.

Arguments

  • quat rot - New rotation in the local space.
  • int identity - 1 to enable scaling of the node, 0 to disable it.

quat getNodeRotation()

Returns the node rotation.

Return value

The node rotation in the local space.

void setNodeScale(vec3 s)

Updates the node scale.

Arguments

  • vec3 s - New scale in the local space.

vec3 getNodeScale()

Returns scale of the node.

Return value

Scale in the local space.

int isShadow()

Returns a value indicating if the node was a shadow caster in the previous frame and, therefore, is updated.

Return value

1 if the node was a shadow caster; otherwise, 0.

int isSound()

Returns a value indicating if the node is a sound node (its type is NODE_SOUND_*).

Return value

1 if the node is a sound node; otherwise, 0.

void setSpatial(int spatial)

Updates a value indicating if sectors and portals are used for node visibility determination.

Arguments

  • int spatial - Positive value to consider sectors and portals; otherwise, 0.

int isSpatial()

Returns a value indicating if sectors and portals are used for node visibility determination.

Return value

1 if sectors and portals are considered; otherwise, 0.

void setTransform(Mat4 transform)

Updates the transformation matrix of the node.

Arguments

  • Mat4 transform - New transformation matrix.

Mat4 getTransform()

Returns the transformation matrix of the node.

Return value

Transformation matrix.

int getType()

Returns the type of the node.

Return value

One of the NODE_* pre-defined variables.

int getTypeId(string type)

Arguments

  • string type

string getTypeName()

Returns a name of the node type.

Return value

Type name.

string getTypeName(int type)

Arguments

  • int type

void setVariable(string name, Variable v)

Arguments

  • string name
  • Variable v

void setVariable(Variable v)

Arguments

  • Variable v

Variable getVariable(string name)

Arguments

  • string name

Variable getVariable()

int isVisible()

Returns a value indicating if the node was shown in the viewport in the previous frame and, therefore, is updated.

Return value

1 if the node was visible; otherwise, 0.

int isWorld()

Returns a value indicating if the node is a part of the world (its type is NODE_WORLD_*).

Return value

1 if the node is an occluder or a sector or a portal; otherwise, 0.

vec3 getWorldBack()

WorldBoundBox getWorldBoundBox()

Returns the world bounding box of the node.
Notice
If the double precision build is used, the function will return an instance of the WorldBoundBox class.

Return value

World bounding box.

WorldBoundSphere getWorldBoundSphere()

Returns the world bounding sphere of the node.
Notice
If the double precision build is used, the function will return an instance of the WorldBoundSphere class.

Return value

The bounding sphere.

void setNodeWorldDirection(vec3 dir, vec3 up)

Updates the direction vector of the node. By default, a direction vector points along -Z axis. This function changes its direction and reorients the node.

Arguments

  • vec3 dir - New direction vector in the world space. The direction vector always has unit length.
  • vec3 up - New up vector in the world space.

vec3 getNodeWorldDirection()

Returns the normalized direction vector of the node. By default, a direction vector points along the mesh local -Z axis and is returned in world space coordinates. It always has the unit length.

Return value

Normalized direction vector in the world space.

vec3 getWorldDown()

vec3 getWorldForward()

vec3 getWorldLeft()

void setWorldParent(Node n)

Updates the parent for the node. Transformations of the current node will be done in the world coordinates.

Arguments

  • Node n - New parent node.

void setNodeWorldPosition(Vec3 pos)

Updates the node position.

Arguments

  • Vec3 pos - New position in the world space.

Vec3 getNodeWorldPosition()

Returns the node position.

Return value

The node position in the world space.

vec3 getWorldRight()

void setNodeWorldRotation(quat rot, int identity = 0)

Updates the node rotation.

Arguments

  • quat rot - New rotation in the world space.
  • int identity - 1 to enable scaling of the node, 0 to disable it.

quat getNodeWorldRotation()

Returns the node rotation.

Return value

The node rotation in the local space.

void setNodeWorldScale(vec3 s)

Arguments

  • vec3 s

vec3 getNodeWorldScale()

Returns scale of the node.

Return value

Scale in the local space.

WorldSector getWorldSector()

Returns a sector, in which the node is located.

Return value

World sector.

void setWorldTransform(Mat4 transform)

Updates the transformation matrix of the node for transformations in the world coordinates.

Arguments

  • Mat4 transform - New transformation matrix.

Mat4 getWorldTransform()

Returns the transformation matrix of the node for transformations in the world coordinates.

Return value

Transformation matrix.

vec3 getWorldUp()

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

Copy of the node or NULL (0), if an error occurred.

int findChild(string name)

Searches for a child node with a given name among all children of the current node.

Arguments

  • string name - Name of the child node.

Return value

Number of the child, if it is found; otherwise, -1.

Node findNode(string name, int recursive = 0)

Arguments

  • string name
  • int recursive

int hasVariable(string name)

Arguments

  • string name

int hasVariable()

int loadWorld(Xml xml)

Loads a node state from the Xml.

Arguments

  • Xml xml - Xml smart pointer.

Return value

1 if the node state is loaded successfully; otherwise, 0.

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.

int removeVariable(string name)

Arguments

  • string name

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.
Notice
You should enable the engine visualizer by the show_visualizer 1 console command.

int restoreState(Stream stream)

Restores the state of a given node from a binary stream.
  • If a node is a parent for other nodes, states of these child nodes need to be restored manually.
  • To save the state into a buffer, file or a message from a socket, make sure the stream is opened. If necessary, you can set a position for writing for buffers and files.

Arguments

  • Stream stream - Stream with saved node state data.

Return value

1 if node state is successfully restored; otherwise, 0.

void rotate(quat r)

Arguments

  • quat r

int saveState(Stream stream)

Saves the state of a given node into a binary stream.
  • If a node is a parent for other nodes, states of these child nodes need to be saved manually.
  • To save the state from a buffer, file or a message from a socket, make sure the stream is opened. For buffers and files, you also need to set the proper position for reading.

Arguments

  • Stream stream - Stream to save node state data.

Return value

1 if node state is successfully saved; otherwise, 0.

int saveWorld(Xml xml)

Saves a node state into the Xml.

Arguments

  • Xml xml - Xml smart pointer.

Return value

1 if the node state is saved successfully; otherwise, 0.

void scale(vec3 s)

Arguments

  • vec3 s

void swap(Node n)

Swaps the nodes saving the pointers.

Arguments

  • Node n - Node to swap.

vec3 toLocal(Vec3 p)

Arguments

  • Vec3 p

Vec3 toWorld(vec3 p)

Arguments

  • vec3 p

void translate(Vec3 t)

Arguments

  • Vec3 t

void worldRotate(quat r)

Arguments

  • quat r

void worldScale(vec3 s)

Arguments

  • vec3 s

void worldTranslate(Vec3 t)

Arguments

  • Vec3 t

int NODE_DECAL_BEGIN

int NODE_DECAL_END

int NODE_DECAL_MESH

Description

Mesh decal.

int NODE_DECAL_ORTHO

Description

Orthographic decal.

int NODE_DECAL_PROJ

Description

Projected decal.

int NODE_DUMMY

Description

Dummy node.

int NODE_EXTERN

Description

Extern node.

int NODE_FIELD_ANIMATION

Description

Field Animation node.

int NODE_FIELD_BEGIN

int NODE_FIELD_END

int NODE_FIELD_HEIGHT

int NODE_FIELD_SHORELINE

int NODE_FIELD_SPACER

Description

Field Spacer node.

int NODE_GEODETIC_BEGIN

int NODE_GEODETIC_END

int NODE_GEODETIC_PIVOT

int NODE_LAYER

Description

Node layer containing parent layer and all its child nodes. See the NodeLayer class.

int NODE_LIGHT_BEGIN

int NODE_LIGHT_END

int NODE_LIGHT_ENVIRONMENT_PROBE

Description

Environment probe. See the LightEnvironmentProbe class.

int NODE_LIGHT_OMNI

Description

Omni-directional light source. See the LightOmni class.

int NODE_LIGHT_PROJ

Description

Projected light source. See the LightProj class.

int NODE_LIGHT_WORLD

Description

World light source. See the LightWorld class.

int NODE_NAVIGATION_BEGIN

int NODE_NAVIGATION_END

int NODE_NAVIGATION_MESH

Description

Mesh-based navigation area across which pathfinding is performed.

int NODE_NAVIGATION_SECTOR

Description

Sector within which pathfinding is performed.

int NODE_NODE_DUMMY

int NODE_NODE_EXTERN

int NODE_NODE_LAYER

int NODE_NODE_PIVOT

int NODE_NODE_REFERENCE

int NODE_NODE_TRIGGER

int NODE_NUM_DECALS

int NODE_NUM_FIELDS

int NODE_NUM_GEODETICS

int NODE_NUM_LIGHTS

int NODE_NUM_NAVIGATIONS

int NODE_NUM_NODES

int NODE_NUM_OBJECTS

int NODE_NUM_OBSTACLES

int NODE_NUM_PHYSICALS

int NODE_NUM_PLAYERS

int NODE_NUM_SOUNDS

int NODE_NUM_WORLDS

int NODE_OBJECT_BEGIN

int NODE_OBJECT_BILLBOARDS

Description

Billboards object for rendering a high number of billboards. See the ObjectBillboard class.

int NODE_OBJECT_DUMMY

Description

Dummy object. See the ObjectDummy class.

int NODE_OBJECT_DYNAMIC

Description

Dynamic object. See the ObjectDynamic class.

int NODE_OBJECT_END

int NODE_OBJECT_EXTERN

Description

Extern object. See the ObjectExtern class.

int NODE_OBJECT_GRASS

Description

Grass.

int NODE_OBJECT_GUI

Description

GUI object. See the ObjectGui class.

int NODE_OBJECT_GUI_MESH

Description

GUI mesh object. See the ObjectGuiMesh class.

int NODE_OBJECT_MESH_CLUSTER

Description

Mesh Cluster object. See the ObjectMeshCluster class.

int NODE_OBJECT_MESH_CLUTTER

Description

Mesh Clutter object. See the ObjectMeshClutter class.

int NODE_OBJECT_MESH_DYNAMIC

Description

Dynamic mesh object. See the ObjectMeshDynamic class.

int NODE_OBJECT_MESH_SKINNED

Description

Skinned mesh object. See the ObjectMeshSkinned class.

int NODE_OBJECT_MESH_STATIC

Description

Static mesh object. See the ObjectMeshStatic class.

int NODE_OBJECT_PARTICLES

Description

Particles object. See the ObjectParticles class.

int NODE_OBJECT_SKY

Description

Sky object. See the ObjectSky class.

int NODE_OBJECT_TERRAIN

Description

Terrain object. See the ObjectTerrain class.

int NODE_OBJECT_TEXT

Description

Text object. See the ObjectText class.

int NODE_OBJECT_VOLUME_BOX

Description

Volume box object. See the ObjectVolumeBox class.

int NODE_OBJECT_VOLUME_OMNI

Description

Volume omni light object. See the ObjectVolumeOmni class.

int NODE_OBJECT_VOLUME_PROJ

Description

Volume projected light object. See the ObjectVolumeProj class.

int NODE_OBJECT_VOLUME_SPHERE

Description

Volume sphere object. See the ObjectVolumeSphere class.

int NODE_OBJECT_WATER_GLOBAL

int NODE_OBJECT_WATER_MESH

Description

Water mesh object. See the ObjectWaterMesh class.

int NODE_OBSTACLE_BEGIN

int NODE_OBSTACLE_BOX

Description

Obstacle in the shape of a box avoided by pathfinding.

int NODE_OBSTACLE_CAPSULE

Description

Obstacle in the shape of a capsule avoided by pathfinding.

int NODE_OBSTACLE_END

int NODE_OBSTACLE_SPHERE

Description

Obstacle in the shape of a sphere avoided by pathfinding.

int NODE_PHYSICAL_BEGIN

int NODE_PHYSICAL_END

int NODE_PHYSICAL_FORCE

Description

Physical force node that allows to simulate point forces applied to dynamic objects. See the PhysicalForce class.

int NODE_PHYSICAL_NOISE

Description

Physical noise node that allows to simulate force field.

int NODE_PHYSICAL_TRIGGER

Description

Physical trigger. See the PhysicalTrigger class.

int NODE_PHYSICAL_WATER

Description

Physical water object that has no visual representation. See the PhysicalWater class.

int NODE_PHYSICAL_WIND

Description

Physical wind object. See the PhysicalWind class.

int NODE_PIVOT

Description

Node that helps to control rotation and transformation of its children.

int NODE_PLAYER_ACTOR

Description

Acting player. See the PlayerActor class.

int NODE_PLAYER_BEGIN

int NODE_PLAYER_DUMMY

Description

Dummy player. See the PlayerDummy class.

int NODE_PLAYER_END

int NODE_PLAYER_PERSECUTOR

Description

Persecuting player. See the PlayerPersecutor class.

int NODE_PLAYER_SPECTATOR

Description

Observing player. See the PlayerSpectator class.

int NODE_REFERENCE

Description

Node that references an external NODE file. See the NodeReference class.

int NODE_SOUND_BEGIN

int NODE_SOUND_END

int NODE_SOUND_REVERB

Description

Sound reverberation zone. See the SoundReverb class.

int NODE_SOUND_SOURCE

Description

Sound source. See the SoundSource class.

int NODE_TRIGGER

Description

Dummy node that can fire callbacks on its enabling/disabling or repositioning. See the NodeTrigger class.

int NODE_WORLD_BEGIN

int NODE_WORLD_CLUSTER

Description

Node cluster. See the WorldCluster class.

int NODE_WORLD_CLUTTER

Description

World clutter. See the WorldClutter class.

int NODE_WORLD_END

int NODE_WORLD_EXPRESSION

Description

Node which allows to execute arbitrary expression. See the WorldExpression class.

int NODE_WORLD_EXTERN

Description

External world. See the WorldExtern class.

int NODE_WORLD_LAYER

Description

World layer. See the WorldLayer class.

int NODE_WORLD_OCCLUDER

Description

World occluder. See the WorldOccluder class.

int NODE_WORLD_OCCLUDER_MESH

Description

World mesh occluder. See the WorldOccluderMesh class.

int NODE_WORLD_OCCLUDER_TERRAIN

Description

World terrain occluder. See the WorldOccluderMesh class.

int NODE_WORLD_PORTAL

Description

World portal. See the WorldPortal class.

int NODE_WORLD_SECTOR

Description

World sector. See the WorldSector class.

int NODE_WORLD_SWITCHER

Description

Node switcher (to switch off parts of the world). See the WorldSwitcher class.

int NODE_WORLD_TRANSFORM_BONE

Description

Bone defined transformer. See the WorldTransformBone class.

int NODE_WORLD_TRANSFORM_PATH

Description

Path defined transformer. See the WorldTransformPath

int NODE_WORLD_TRIGGER

Description

World trigger. See the WorldTrigger class.
Last update: 2017-07-03
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