This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Unigine.NodeDummy Class

Inherits from: 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#

Create an instance of the NodeDummy class. You can also specify such settings as a name, transformation and so on.

NodeDummyClass.cs

Source code (C#)
using System;
using System.Collections;
using System.Collections.Generic;
using Unigine;

[Component(PropertyGuid = "AUTOGENERATED_GUID")] // <-- this line is generated automatically for a new component
public class NodeDummyClass : Component
{
	private void Init()
	{

		// create a dummy node
		NodeDummy dummy = new NodeDummy();
		// set a name
		dummy.Name = "DummyNode";

	}
}

Organizing a Nodes Hierarchy#

To organize nodes in a hierarchy, perform as follows:

  1. Create an instance of the NodeDummy class.
  2. Create a node and add it as a child to the created dummy node.

NodeDummyClass.cs

Source code (C#)
using System;
using System.Collections;
using System.Collections.Generic;
using Unigine;

[Component(PropertyGuid = "AUTOGENERATED_GUID")] // <-- this line is generated automatically for a new component
public class NodeDummyClass : Component
{
	private void Init()
	{

		// create a dummy node
		NodeDummy root = new NodeDummy();
		// set a name for the node
		root.Name = "root";

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

				// create a node (an instance of the ObjectMeshStatic class from the specified mesh-file)
				ObjectMeshStatic node = new ObjectMeshStatic("core/meshes/box.mesh");

				// set node transformation
				node.WorldTransform = MathLib.Translate(new vec3(x * 2.0f, y * 2.0f, 0.0f));
				// set a name for the node
				node.Name = String.Format("mesh_{0}_{1}", x + 10, y + 10);
				// add the node as a child to the root dummy node
				root.AddWorldChild(node);
			}
		}

	}
}

NodeDummy Class

Members


NodeDummy ( ) #

Constructor. Creates a dummy node.

static int type ( ) #

Returns the type of the node.

Return value

NodeDummy type identifier.
Last update: 2024-03-29
Build: ()