engine.surround Functions
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScipt (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.
The functionality described in this article is not available in the Community SDK edition.
You should upgrade to- Sim
SDK edition to use it.
You should upgrade to
This set of functions is available when the AppSurround plugin is loaded.
This plugin cannot be used in a Qt-based application
If the plugin are loaded together with the engine, the following definition is set:
This definition can be used, for example, to avoid errors if the plugin is not loaded: the code in which the plugin functions are executed can be wrapped around as follows:#ifdef HAS_APP_SURROUND
// engine.surround functions
#endif
See also#
A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/plugins/ folder:
Gui engine.surround.getGui ( int num ) #
Returns a GUI instance to draw interface on the specified monitor.Arguments
- int num - Monitor number.
Return value
GUI instance.void engine.surround.getModelview ( int num ) #
Gets the current modelview matrix used for the specified monitor.Arguments
- int num - Monitor number from 0 (the left monitor) to 2 (the right monitor).
void engine.surround.getProjection ( int num ) #
Gets the current projection matrix used for the specified monitor.Arguments
- int num - Monitor number from 0 (the left monitor) to 2 (the right monitor).
int engine.surround.isEnabled ( int num ) #
Returns a value indicating if the specified monitor is enabled for viewport rendering.Arguments
- int num - Monitor number from 0 (the left monitor) to 2 (the right monitor).
Return value
Returns 1 if the monitor is enabled for rendering; otherwise, 0.void engine.surround.setEnabled ( int num, int enable ) #
Enables the specified monitor for viewport rendering.Arguments
- int num - Monitor number from 0 (the left monitor) to 2 (the right monitor).
- int enable - 1 to enable the monitor for rendering; 0 to disable it.
void engine.surround.setMaterials ( int num, string materials ) #
Sets postprocess materials to be applied to the specified monitor.Arguments
- int num - Monitor number from 0 (the left monitor) to 2 (the right monitor).
- string materials - Postprocess materials (comma-separated list).
void engine.surround.setModelview ( int num, mat4 modelview ) #
Sets the modelview matrix for the specified monitor.Arguments
- int num - Monitor number from 0 (the left monitor) to 2 (the right monitor).
- mat4 modelview - Modelview matrix.
void engine.surround.setProjection ( int num, mat4 projection ) #
Sets the projection matrix for the specified monitor.Arguments
- int num - Monitor number from 0 (the left monitor) to 2 (the right monitor).
- mat4 projection - Projection matrix.
void engine.surround.setReflectionMask ( int num, int mask ) #
Sets a bit mask for rendering reflections on the specified monitor. Reflections are rendered in the viewport if masks of reflective materials match this one (one matching bit is enough).Arguments
- int num - Monitor number from 0 (the left monitor) to 2 (the right monitor).
- int mask - Integer, each bit of which is a mask.
void engine.surround.setViewportMask ( int num, int mask ) #
Sets a viewport bit mask for the specified monitor. Object surfaces, materials, decals, lights and GUI objects will be rendered into this viewport only if their viewport mask matches this one (one matching bit is enough).Arguments
- int num - Monitor number from 0 (the left monitor) to 2 (the right monitor).
- int mask - Integer, each bit of which is a mask.
Last update:
31.07.2020
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