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Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Unigine.NodeDummy Class

Inherits: Node

A dummy node is a zero-sized node that has no visual representation. It is used to organize the other nodes into a hierarchy: the dummy node serves as a parent node and enables to organize the other nodes that are made its children into a group.

Notice
A bounding box of the dummy node is equal to the bounding boxes of all its child nodes combined together.

Creating a Dummy Node#

To create a dummy node, perform as follows:

  1. Create an instance of the NodeDummy class.
  2. Release script ownership so that the node can be added to UnigineEditor.
  3. Add the node to UnigineEditor (wherein, node ownership will be passed to the editor automatically).

You can also specify such settings as a name, transformation and so on.

Source code (C#)
// AppWorldLogic.cs

using Unigine;

namespace UnigineApp
{
	class AppWorldLogic : WorldLogic
	{

		public override int init()
		{
			// create a dummy node and release script ownership
			NodeDummy dummy = new NodeDummy();
			// set a name
			dummy.setName("DummyNode");
			// release script ownership
			dummy.release();
			// add the dummy node to the editor
			Editor.get().addNode(dummy.getNode());

			return 1;
		}
	}
}

Organizing a Nodes Hierarchy#

To organize nodes in a hierarchy, perform as follows:

  1. Create an instance of the NodeDummy class.
  2. Release script ownership so that the node can be added to UnigineEditor.
  3. Create a node and add it as a child to the created dummy node.
  4. Add the dummy node to UnigineEditor (wherein, node ownership will be passed to the editor automatically).
Source code (C#)
// AppWorldLogic.cs

using Unigine;

#if UNIGINE_DOUBLE
using Vec3 = Unigine.dvec3;
using Mat4 = Unigine.dmat4;
#else
using Vec3 = Unigine.vec3;
using Mat4 = Unigine.mat4;
#endif

namespace UnigineApp
{
	class AppWorldLogic : WorldLogic
	{

		public override int init()
		{
            // create a dummy node
            NodeDummy root = new NodeDummy();
            // set a name for the node
            root.setName("root");
            // release script ownership
            root.release();

            // create child nodes
            for (int y = -10; y <= 10; y++)
            {
                for (int x = -10; x <= 10; x++)
                {

                    // create a mesh
                    Mesh mesh = new Mesh();
                    mesh.addBoxSurface("box_0", new vec3(1.0f));
                    // create a node (an instance of the ObjectMeshStatic class)
                    ObjectMeshStatic node = new ObjectMeshStatic(mesh);
                    // assign a material to the object's surfaces
                    for (int i = 0; i < node.getNumSurfaces(); i++)
                        node.setMaterial("mesh_base", i);

                    // set node transformation
                    node.setWorldTransform(MathLib.translate(new Vec3(x * 2, y * 2, 0.0f)));
                    // set a name for the node
                    node.setName(String.Format("mesh_{0}_{1}", x + 10, y + 10));
                    // release script ownership
                    node.release();
                    // add the node as a child to the root dummy node
                    root.addWorldChild(node);
                }
            }

            // add the root dummy node with its children to UnigineEditor
            Editor.get().addNode(root);

			return 1;
		}
	}
}

NodeDummy Class

Members


static NodeDummy ( ) #

Constructor. Creates a dummy node.

static NodeDummy Cast ( Node node ) #

Casts a NodeDummy out of the Node instance.

Arguments

  • Node node - Node instance.

Return value

NodeDummy instance.

static int type ( ) #

Returns the type of the node.

Return value

NodeDummy type identifier.
Last update: 2019-08-16
Build: ()