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.PlayerPersecutor Class

Inherits from: Player

This class is used to create a free flying camera without a physical body that follows the target node at the specified distance. The exact point of the target it follows is called an anchor. The persecutor can either turn around its target or its viewing direction can be fixed. Just like PlayerSpectator it is approximated with a sphere, which allows it to collide with objects (but it cannot, for example, to push or interact with them).

See Also#

A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/players/ folder:

  • persecutor_00
  • persecutor_01

PlayerPersecutor Class

Properties

int NumContacts#

The number of contacts, in which the player's capsule participates.

float ThetaAngle#

The theta angle (zenith angle, also known as pitch angle). this angle determines the vertical viewing direction, i.e. upwards or downwards. if a positive value is returned, the player looks upwards; if a negative value is returned, the player looks downwards. the value is clamped between the minimum and the maximum theta angle.

float PhiAngle#

The phi angle (azimuth angle, also known as yaw angle). this angle determines the horizontal viewing direction, i.e. left or right. positive values rotate the player right; negative values rotate the player left.

float Distance#

The current distance between the target and the persecutor. the value is clamped between the minimum and the maximum distance values.

float Turning#

The A velocity of player turning.

float MaxThetaAngle#

The maximum theta angle (zenith angle, also known as pitch angle) that determines how far downward the player can look. the higher the value, the further down the player can look.

float MinThetaAngle#

The minimum theta angle (zenith angle, also known as pitch angle) that determines how far upward the player can look. the lower the value, the further up the player can look.

float MaxDistance#

The maximum possible distance between the persecutor and the target.

float MinDistance#

The minimum possible distance between the persecutor and the target.

vec3 Anchor#

The Coordinates of an anchor point (in the target node local coordinates), to which the persecutor is bound.

Node Target#

The object currently followed by the persecutor.

float CollisionRadius#

The Radius of the persecutor's collision sphere.

int CollisionMask#

The A collision mask of the persecutor's collision sphere. two objects collide, if they both have matching masks.

int Collision#

The A value indicating if collisions with persecutor's sphere should be taken into account.

bool Fixed#

The A value indicating if the persecutor can freely rotate around its target or it is oriented strictly in one direction. the fixed viewing direction is the same direction the persecutor was looking in when the setFixed() function is called, though it can be reset to another one afterwards.

Members


PlayerPersecutor ( ) #

Constructor. Creates a new persecutor with default properties.

float GetContactDepth ( int contact ) #

Returns penetration depth by the given contact.

Arguments

  • int contact - Contact number.

Return value

Penetration depth.

vec3 GetContactNormal ( int contact ) #

Returns a normal of the contact point, in world coordinates.

Arguments

  • int contact - Contact number.

Return value

Normal of the contact point..

Object GetContactObject ( int contact ) #

Returns an object participating in the contact with the player (used for collisions with physical object).

Arguments

  • int contact - Contact number.

Return value

Object in contact.

vec3 GetContactPoint ( int contact ) #

Returns world coordinates of the contact point.

Arguments

  • int contact - Contact number.

Return value

Contact point.

Shape GetContactShape ( int num ) #

Returns a shape that collided with the player.

Arguments

  • int num - Contact number.

Return value

Shape in contact.

int GetContactSurface ( int contact ) #

Returns the surface of the current object, which is in contact (used for collisions with non-physical object).

Arguments

  • int contact - Contact number.

Return value

Surface number.

static int type ( ) #

Returns the type of the player.

Return value

PlayerPersecutor type identifier.
Last update: 2021-02-17
Build: ()