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Unigine::NodeLayer Class

Header: #include <UnigineNodes.h>
Inherits from: Node

A layer node is a zero-sized node that has no visual representation and enables to save all its child nodes into a separate .node file. Layer nodes should be used to split the world into several logical parts and save each of them in a .node file so that each layer and its child nodes can be edited without affecting the source .world file.

Notice
The layer node itself is not stored in the .node file.

Creating a Layer#

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

AppWorldLogic.cpp

Source code (C++)
#include "AppWorldLogic.h"

#include <UnigineObjects.h>
#include <UnigineWorld.h>

using namespace Unigine;
using namespace Math;

int AppWorldLogic::init()
{

	// create a layer node
	NodeLayerPtr layer = NodeLayer::create("nodes/layer_0.node");
	// set a name for the node
	layer->setName("layer_0");

	return 1;
}

Editing a Layer#

Editing a layer node includes adding, deleting, modifying its child nodes. For example, you can add new nodes as follows:

AppWorldLogic.cpp

Source code (C++)
#include "AppWorldLogic.h"

#include <UnigineObjects.h>
#include <UnigineWorld.h>

using namespace Unigine;
using namespace Math;

int AppWorldLogic::init()
{

	// create a layer node
	NodeLayerPtr layer = NodeLayer::create("nodes/layer_0.node");
	// set a name for the node
	layer->setName("layer_0");

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

			// create a mesh
			MeshPtr mesh = Mesh::create();
			mesh->addBoxSurface("box_0", vec3(1.0f));
			// create a node (e.g. an instance of the ObjectMeshDynamic class)
			ObjectMeshDynamicPtr node = ObjectMeshDynamic::create(mesh);

			// set node transformation
			node->setWorldTransform(translate(Vec3(x * 2.0f, y * 2.0f, 0.0f)));
			// set a name for the node
			node->setName(String::format("mesh_%d_%d", x + 10, y + 10).get());
			// add the node as a child to the layer node
			layer->addWorldChild(node);
		}
	}

	return 1;
}

Saving a Layer#

Changes made in the child nodes of the layer node can be saved on the disk by saving the world. The nodes will be saved in the separate .node file specified for the layer, not in the .world file.

AppWorldLogic.cpp

Source code (C++)
#include "AppWorldLogic.h"

#include <UnigineObjects.h>
#include <UnigineWorld.h>

using namespace Unigine;
using namespace Math;

int AppWorldLogic::init()
{

	// create a layer node
	NodeLayerPtr layer = NodeLayer::create("nodes/layer_0.node");
	// set a name for the node
	layer->setName("layer_0");

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

			// create a mesh
			MeshPtr mesh = Mesh::create();
			mesh->addBoxSurface("box_0", vec3(1.0f));
			// create a node (e.g. an instance of the ObjectMeshDynamic class)
			ObjectMeshDynamicPtr node = ObjectMeshDynamic::create(mesh);

			// set node transformation
			node->setWorldTransform(translate(Vec3(x * 2.0f, y * 2.0f, 0.0f)));
			// set a name for the node
			node->setName(String::format("mesh_%d_%d", x + 10, y + 10).get());
			// add the node as a child to the layer node
			layer->addWorldChild(node);
		}
	}

	// check if the node layer and its ancestors can be saved to the .world file
	if (!layer->isSaveToWorldEnabled()) layer->setSaveToWorldEnabledRecursive(true);
	// save the world
	World::saveWorld();

	return 1;
}

Instead of saving the world, you can manually save child nodes of the layer into the .node file by using the World::saveNodes() function:

Source code (C++)
// declare array of nodes
Vector<NodePtr> nodes;
// append child nodes of the layer to the declared array
for (int i = 0; i < layer->getNumChildren(); i++) {
	nodes.append(layer->getChild(i));
}
// save nodes to the .node file
if (World::saveNodes(layer->getNodePath(), nodes) == 0) {
	Log::error("Layer hasn't been saved\n");
}

See Also#

NodeLayer Class

Members


static NodeLayerPtr create ( const char * name ) #

Constructor. Creates a node layer with specified file name to store it.

Arguments

  • const char * name - Name of the layer.

void setNodePath ( const char * name ) #

Updates the name of the node layer: a path to a .node file where child nodes of the layer are stored.

Arguments

  • const char * name - Path to a .node file.

const char * getNodePath ( ) #

Returns the name of the node layer: a path to a .node file where child nodes of the layer are stored.

Return value

Path to the .node file.

static int type ( ) #

Returns the type of the node.

Return value

NodeLayer type identifier.
Last update: 2023-12-19
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