This page has been translated automatically.
Видеоуроки
Interface
Essentials
Advanced
Подсказки и советы
Основы
Программирование на C#
Рендеринг
Professional (SIM)
Принципы работы
Свойства (properties)
Компонентная Система
Рендер
Физика
Редактор UnigineEditor
Обзор интерфейса
Работа с ассетами
Настройки и предпочтения
Работа с проектами
Настройка параметров ноды
Setting Up Materials
Настройка свойств
Освещение
Sandworm
Использование инструментов редактора для конкретных задач
Расширение функционала редактора
Встроенные объекты
Ноды (Nodes)
Объекты (Objects)
Эффекты
Декали
Источники света
Geodetics
World-ноды
Звуковые объекты
Объекты поиска пути
Players
Программирование
Основы
Настройка среды разработки
Примеры использования
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Плагины
Форматы файлов
Materials and Shaders
Rebuilding the Engine Tools
Интерфейс пользователя (GUI)
Двойная точность координат
API
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
Работа с контентом
Оптимизация контента
Материалы
Визуальный редактор материалов
Сэмплы материалов
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
Внимание! Эта версия документация УСТАРЕЛА, поскольку относится к более ранней версии SDK! Пожалуйста, переключитесь на самую актуальную документацию для последней версии SDK.
Внимание! Эта версия документации описывает устаревшую версию SDK, которая больше не поддерживается! Пожалуйста, обновитесь до последней версии SDK.

engine.surround Functions

Warning
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 UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.
Warning
The functionality described in this article is not available in the Community SDK edition.
You should upgrade to Sim SDK edition to use it.

This set of functions is available when the Surround plugin is loaded.

Notice
This plugin cannot be used in a Qt-based application

If the plugin are loaded together with the engine, the following definition is set:

  • HAS_SURROUND for the Surround plugin
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:
Source code (UnigineScript)
#ifdef HAS_SURROUND
	// engine.surround functions
#endif

See also#

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

engine.surround Class

Members


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: 27.10.2022
Build: ()