This page has been translated automatically.
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
FAQ
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
CIGI Client Plugin
Rendering-Related 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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

Unigine::NodeReference Class

Header:#include <UnigineNodes.h>
Inherits:Node

A node reference is a node that refers to an external .node file on the disk, which is obtained by exporting a node from the world.

Notice
The world can contain several instances of node references referring to the same .node file.
The .node file usually contains a pre-fabricated node (or a hierarchy of nodes) with all the materials and properties that are required for its rendering. All changes that are made for the node reference via UnigineEditor are saved into this file.
Notice
When editing the node reference via the code, implement saving changes into the .node file.

The node reference should be used instead of the node if there a lot of identical objects repeated in the world: it will enable to avoid manual editing each object if you need to make the same changes in all of these objects.

Notice
A bounding box of the reference node is equal to the bounding box of its root node stored by the reference (child nodes are disregarded).

Unlike regular nodes, reference nodes are loaded into the world faster because of the internal cache usage.

An NodeReference instance is an owner of the node (or nodes) stored by the reference, so it is responsible for loading and deleting them.

Node Reference Transformations

NodeReference transformation differs from transformation of the node (or nodes) stored by the reference. However, matrix hierarchy is used for a NodeReference. So, when moving the NodeReference, its root node stored by the reference will also move relatively to this NodeReference. At that, the local transformation matrix of the root reference node won't be changed.

See Also

  • Article on Nodes that lists the main differences between the regular nodes and reference nodes
  • Article on Node Reference

Creating a Node Reference

To create a NodeReference, you should specify a path to the existing .node file. For example, you can export a node into a .node file and then create a NodeReference by using it:

Source code (C++)
#include <UnigineEditor.h>
#include <UnigineNodes.h>
#include <UnigineObjects.h>
#include <UnigineWorld.h>

using namespace Unigine;

int AppWorldLogic::init() {

	// create a mesh
	MeshPtr mesh = Mesh::create();
	mesh->addBoxSurface("box_0", Math::vec3(1.0f));
	// create a dynamic mesh by using the mesh
	ObjectMeshDynamicPtr dynamic = ObjectMeshDynamic::create(mesh);
	// export the dynamic mesh into a .node file
	World::get()->saveNode("unigine_project/nodes/node_reference_0.node", dynamic->getNode());
	// create a node reference
	NodeReferencePtr nodeRef = NodeReference::create("unigine_project/nodes/node_reference_0.node");
	nodeRef->release();
	// add NodeReference to UnigineEditor
	Editor::get()->addNode(nodeRef->getNode());

	return 1;
}

Also you can cast a Node instance to the NodeReference. However, such type casting is possible only if the Node type is NODE_REFERENCE. For example:

Source code (C++)
// AppWorldLogic.h

#include <UnigineLogic.h>
#include <UnigineStreams.h>
#include <UnigineNode.h>
#include <UnigineNodes.h>

class AppWorldLogic : public Unigine::WorldLogic {
	
public:
	AppWorldLogic();
	virtual ~AppWorldLogic();
	
	virtual int init();
	
	virtual int update();
	virtual int render();
	virtual int flush();
	
	virtual int shutdown();
	virtual int destroy();
	
	virtual int save(const Unigine::StreamPtr &stream);
	virtual int restore(const Unigine::StreamPtr &stream);

private:

	void nodeCast(Unigine::NodePtr node);
};
Source code (C++)
// AppWorldLogic.cpp

#include <UnigineConsole.h>
#include <UnigineEditor.h>
#include <UnigineObjects.h>
#include <UnigineWorld.h>

using namespace Unigine;

void AppWorldLogic::nodeCast(NodePtr node) {
	
	// check if the node is a NodeReference
	if (node->getType() == Node::NODE_REFERENCE)
	{	
		// cast the node to the NodeReference
		NodeReferencePtr nodeRef = NodeReference::cast(node);
		// set a name for the NodeReference
		nodeRef->setName("NodeReference_casted");
	}
}

int AppWorldLogic::init() {
	
	// create a NodeReference from the file
	NodeReferencePtr nodeRef_0 = NodeReference::create("unigine_project/nodes/node_reference_0.node");
	// release script ownership
	nodeRef_0->release();
	// set a name
	nodeRef_0->setName("NodeReference_0");
	// add the NodeReference to UnigineEditor
	Editor::get()->addNode(nodeRef_0->getNode());
	// save changes into the .world file
	Console::get()->run("world_save");
	// get the added NodeReference as a Node
	NodePtr node = Editor::get()->getNodeByName("NodeReference_0");
	// cast the obtained Node to a NodeReference
	nodeCast(node);

	return 1;
}

In the result, the NodeReference_0 node will be converted to the NodeReference_casted node.

Editing a Node Reference

Editing a NodeReference includes:

  • Changing the path to the referenced .node file.
  • Editing the node stored by the reference.
To access the node to which the NodeReference refers, use the getReference() method as follows:
Source code (C++)
#include <UnigineConsole.h>
#include <UnigineEditor.h>
#include <UnigineNodes.h>
#include <UnigineObjects.h>
#include <UnigineWorld.h>

using namespace Unigine;

int AppWorldLogic::init() {
	
	// create a NodeReference instance
	NodeReferencePtr nodeRef = NodeReference::create("unigine_project/nodes/node_reference_0.node");
	// release script ownership
	nodeRef->release();
	// set a name
	nodeRef->setName("NodeReference_0");
	// add the NodeReference to UnigineEditor
	Editor::get()->addNode(nodeRef->getNode());
	
	// get a node stored by the reference and check if it is an ObjectMeshDynamic
	if (nodeRef->getReference()->getType() == Node::OBJECT_MESH_DYNAMIC) {
		// cast the referenced node to the ObjectMeshDynamic type
		ObjectMeshDynamicPtr dynamic = ObjectMeshDynamic::cast(nodeRef->getReference());
		// set a material
		dynamic->setMaterial("mesh_base", 0);
		// save changes on the referenced node into the .node file
		World::get()->saveNode(nodeRef->getNodeName(), dynamic->getNode());
	}

	return 1;
}

In the result, the source .node file, to which the NodeReference refers, will be updated and the NodeReference_0 node will refer to the updated node with the material assigned.

NodeReference Class

Members


static NodeReferencePtr create(const char * name)

Constructor. Creates a new object that references a node from a given file.

Arguments

  • const char * name - Path to a *.node file.

Ptr<NodeReference> cast(const Ptr<Node> & node)

Casts the Node instance to a NodeReference.
Source code (C++)
NodePtr node = Editor::get()->getNodeByName("NodeReference_0");
// check if the node is a NodeReference
if (node->getType() == Node::NODE_REFERENCE)
{	
	// cast the node to the NodeReference
	NodeReferencePtr nodeRef = NodeReference::cast(node);
	// set a name for the NodeReference
	nodeRef->setName("NodeReference_casted");
}

Arguments

  • const Ptr<Node> & node - Pointer to Node.

Return value

Pointer to NodeReference.

int setNodeName(const char * name)

Sets a reference to a new *.node file.
Source code (C++)
// create an NodeReference instance
NodeReferencePtr nodeRef = NodeReference::create("unigine_project/nodes/reference_0.node");
// ...
// change a reference node
nodeRef->setNodeName("unigine_project/nodes/reference_1.node");

Arguments

  • const char * name - Path to a *.node file.

Return value

Returns 1 if the new reference is set successfully; otherwise, 0.

const char * getNodeName()

Returns the path to the referenced *.node file.
Source code (C++)
// create an NodeReference instance
NodeReferencePtr nodeRef = NodeReference::create("unigine_project/nodes/reference_0.node");
// ...
// return the path to the reference node
Log::message("The referenced node is: %s\n",nodeRef->getNodeName());

Return value

Path to the referenced *.node file.

Ptr<Node> getReference()

Returns the node stored by the reference. The method should be used when you need to change the referenced node. If getReference() has returned a NodeDummy instance, it means that several nodes of the same hierarchy level has been converted into the NodeReference.
Source code (C++)
// create a NodeReference instance
NodeReferencePtr nodeRef = NodeReference::create("unigine_project/nodes/single_nref.node");
// get a node stored by the reference
NodePtr node = nodeRef->getReference();
// if the node is a NodeDummy
if (node->>getType() == Node::NODE_DUMMY){
	// print the type name of each child node of the root node stored by the reference 
	for(int i = 0; i & node->getNumChildren(); i++) {
		Log::message("%d: %s\n",i,node->getChild(i)->getTypeName());
	}
}

Return value

Node instance.

int canBeReference(const char * name, const Ptr<Node> & node)

Returns a value indicating if the hierarchy of the given node does not contain a node reference with the given name.

Arguments

  • const char * name - Node reference name.
  • const Ptr<Node> & node - Node to check.

Return value

1 if the hierarchy of the given node does not contain a node reference with the given name; otherwise, 0.

Ptr<Node> detachReference()

Returns the node stored by the reference and releases this node of ownership so it is no longer owned by the NodeReference. The node becomes orphan and the NodeReference instance doesn't refer to the node. After being released the node should be appended to one of the scripts not to cause a memory leak.

To remove the node do the following:

Source code (C++)
// create a new NodeReference instance
NodeReferencePtr nodeRef = NodeReference::create("unigine_project/nodes/node_reference_0.node");
// preform something
// ...
// get the node stored by the reference and release NodeReference ownership of the node
NodePtr node = nodeRef->detachReference();
// destroy the NodeReference pointer as the NodeReference doesn't refer to a node any more
nodeRef.destroy();
// add the obtained node to UnigineEditor
Editor::get()->addNode(node);

Return value

Root node of the internal hierarchy.

int type()

Returns the type of the node.

Return value

NodeReference type identifier.
Last update: 2018-04-26
Build: ()