Unigine.PlayerSpectator Class
Inherits from: | Player |
Interface for player spectator handling.
To use this class, include the UniginePlayerSpectator.h file.
See Also#
- A UnigineScript API sample <UnigineSDK>/data/samples/players/spectator_00
- A C# API sample <UnigineSDK>/source/csharp/samples/Api/Nodes/CustomPlayers/CustomPlayerSpectator
PlayerSpectator Class
Properties
int NumContacts#
The number of contacts, in which the spectator's sphere 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 it to the left.
float Turning#
The A velocity of player turning.
float Damping#
The spectator's damping.
float Acceleration#
The current acceleration of the spectator.
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 MaxVelocity#
The velocity of the spectator, which is used while the spectator runs (the controls::state_run control state is "pressed").
float MinVelocity#
The default velocity of the spectator.
float CollisionRadius#
The Radius of the spectators's collision sphere.
int CollisionMask#
The A collision mask of the spectators's collision sphere. two objects collide, if they both have matching masks.
int Collision#
The A value indicating if collisions with spectator's sphere should be taken into account.
vec3 ViewDirection#
The current player's view direction vector.
Members
PlayerSpectator ( ) #
Constructor. Creates a new spectator 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.Ptr<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
PlayerSpectator type identifier.Last update:
2020-06-26
Help improve this article
Was this article helpful?
(or select a word/phrase and press Ctrl+Enter)