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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 This version of documentation is OUTDATED, as it describes an older SDK version!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.WorldTrigger Class

Inherits: Node

World triggers fire callbacks 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.

You can either specify a list of nodes, for which the callbacks will be fired, or let the trigger react to all nodes (default behavior). In the latter case, the list of target nodes should be empty. There can be also specified a list of nodes that are skipped by the trigger and are free to pass unnoticed.

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

Notice
If you have moved some nodes and want to get callbacks based on changed positions in the same frame, you need to call engine.world.updateSpatial() first.

See Also#

  • A C++ API sample located in the <UnigineSDK>/source/samples/Api/Nodes/WorldTrigger folder
  • A C# API sample located in the <UnigineSDK>/source/csharp/samples/Api/Nodes/WorldTrigger folder
  • A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/worlds/ folder:
    • trigger_00
    • trigger_01
    • trigger_02

WorldTrigger Class

Properties

string LeaveCallbackName#

The name of the callback function name to be fired on leaving the world trigger. this callback function is set via setLeaveCallbackName().
set
Sets a callback function to be fired when nodes are leaving the world trigger. Unlike setLeaveCallback(), this callback function accepts a node that left the world trigger and world trigger itself as arguments.
set value - Name of the callback function.

string EnterCallbackName#

The name of callback function to be fired on entering the world trigger. this callback function is set via setEnterCallbackName().
set
Sets a callback function to be fired when nodes are entering the world trigger. Unlike setEnterCallback(), this callback function accepts a node that entered the world trigger and world trigger itself as arguments.
set value - Name of the callback function.

int NumNodes#

The number of nodes contained in the world trigger.

vec3 Size#

The current dimensions of the world trigger.
set
Updates the current dimensions of the world trigger. The minimum size is vec3(0,0,0).
set value - Dimensions of the world trigger. If negative values are provided, 0 will be used instead of them.

bool IsTouch#

A value indicating if a touch mode is enabled for the trigger. with this mode on, the trigger will react to the node by partial contact. when set to off, the trigger reacts only if the whole bounding sphere/box gets inside or outside of it.
set
Sets a touch mode for the trigger. With this mode on, the trigger will react to the node by partial contact. When set to off, the trigger reacts only if the whole bounding sphere/box gets inside or outside of it. The default is 0.
set value - Touch mode flag: positive number to enable mode, 0 to disable.

Members


static WorldTrigger ( vec3 size ) #

Constructor. Creates a new world trigger with given dimensions.

Arguments

  • vec3 size - Dimensions of the new world trigger. If negative values are provided, 0 will be used instead of them.

static WorldTrigger Cast ( Node node ) #

Casts a WorldTrigger out of the Node instance.

Arguments

  • Node node - Node instance.

Return value

WorldTrigger instance.

IntPtr addEnterCallback ( EnterDelegate func ) #

Adds a callback function to be fired when a node enters the world trigger. The callback function must receive a Node as its first argument. In addition, it can also take 2 arguments of any type.
Source code (C#)
using Unigine;

namespace UnigineApp
{
	class AppWorldLogic : WorldLogic
	{	
		// implement the enter callback
        void enter_callback(Node node)
        {
			Log.message("\nA node named {0} has entered the trigger\n", node.getName());
        }

		WorldTrigger trigger;
		
        public override int init()
        {
            // create a world trigger
            trigger = new WorldTrigger(new vec3(3.0f));
            // add the enter callback to be fired when a node enters the world trigger
            trigger.addEnterCallback(enter_callback);

            return 1;
        }
	}
}

Arguments

  • EnterDelegate func - Callback function with the following signature: void EnterDelegate(Node node)

Return value

ID of the last added enter callback, if the callback was added successfully; otherwise, nullptr. This ID can be used to remove this callback when necessary.

bool removeEnterCallback ( IntPtr id ) #

Removes the specified callback from the list of enter callbacks.

Arguments

  • IntPtr id - Enter callback ID obtained when adding it.

Return value

True if the enter callback with the given ID was removed successfully; otherwise false.

void clearEnterCallbacks ( ) #

Clears all added enter callbacks.

void SetExcludeNodes ( Set<Node> nodes ) #

Sets a list of excluded nodes, on which the world trigger will not react.

Arguments

  • Set<Node> nodes - Exclude nodes vector.

Set<Node> GetExcludeNodes ( ) #

Returns the current list of excluded nodes, on which the world trigger does not react.

Arguments

    void SetExcludeTypes ( Set<int> types ) #

    Sets a list of excluded node types, on which the world trigger will not react.

    Arguments

    • Set<int> types - Exclude node types vector.

    Set<int> GetExcludeTypes ( ) #

    Returns the current list of excluded node types, on which the world trigger does not react.

    Arguments

      IntPtr addLeaveCallback ( LeaveDelegate func ) #

      Adds a callback function to be fired when a node leaves the world trigger. The callback function must receive a Node as its first argument. In addition, it can also take 2 arguments of any type.
      Source code (C#)
      using Unigine;
      
      namespace UnigineApp
      {
      	class AppWorldLogic : WorldLogic
      	{	
      		// implement the leave callback
              void leave_callback(Node node)
              {
      			Log.message("\nA node named {0} has left the trigger\n", node.getName());
              }
      
      		WorldTrigger trigger;
      		
              public override int init()
              {
                  // create a world trigger
                  trigger = new WorldTrigger(new vec3(3.0f));
                  // add the leave callback to be fired when a node leaves the world trigger
                  trigger.addEnterCallback(leave_callback);
      
                  return 1;
              }
      	}
      }

      Arguments

      • LeaveDelegate func - Callback function with the following signature: void LeaveDelegate(Node node)

      Return value

      ID of the last added leave callback, if the callback was added successfully; otherwise, nullptr. This ID can be used to remove this callback when necessary.

      bool removeLeaveCallback ( IntPtr id ) #

      Removes the specified callback from the list of leave callbacks.

      Arguments

      • IntPtr id - Leave callback ID obtained when adding it.

      Return value

      True if the leave callback with the given ID was removed successfully; otherwise false.

      void clearLeaveCallbacks ( ) #

      Clears all added leave callbacks.

      Node GetNode ( int num ) #

      Returns a node pointer.

      Arguments

      • int num - Number of the node.

      Return value

      Node pointer.

      Node GetNode ( ) #

      Returns a node pointer.

      Return value

      Node pointer.

      Node[] GetNodes ( ) #

      Gets nodes contained in the trigger.

      Arguments

        void SetTargetNodes ( Set<Node> nodes ) #

        Sets a list of target nodes, which will fire callbacks. If this list is empty, all nodes fire callbacks.

        Arguments

        • Set<Node> nodes - Target nodes vector.

        Set<Node> GetTargetNodes ( ) #

        Returns the current list of target nodes, which fire callbacks. If this list is empty, all nodes fire callbacks.

        Arguments

          void SetTargetTypes ( Set<int> types ) #

          Sets a list of target node types, which will fire callbacks. If this list is empty, all nodes fire callbacks.

          Arguments

          • Set<int> types - Target node types vector.

          Set<int> GetTargetTypes ( ) #

          Returns the current list of target node types, which fire callbacks. If this list is empty, all nodes fire callbacks.

          Arguments

            static int type ( ) #

            Returns the type of the node.

            Return value

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