Unigine::Editor Class
Header: | #include <UnigineEditor.h> |
This class provides functionality for the editor script that loads and manages the hierarchy of nodes displayed in the editor.
C++ methods running editor script functions are described in the Engine class reference.
See Also#
- C++ API sample located in the folder <UnigineSDK>/source/samples/Api/Systems/Editor
- C# API sample located in the folder <UnigineSDK>/source/csharp/samples/Api/Systems/Editor
Editor Class
Members
void setPlayer ( const Ptr<Player>& player ) #
Sets a new player used in the Editor mode at the moment.
Editor player is handled differently than in-game players. Parameters set directly for the player are ignored; instead, Editor player uses Camera parameters set via the interface. (See Editor scripts in data/core/editor folder for implementation.)
Arguments
Ptr<Player> getPlayer() const#
Returns the current player used in the Editor mode at the moment.
Editor player is handled differently than in-game players. Parameters set directly for the player are ignored; instead, Editor player uses Camera parameters set via the interface. (See Editor scripts in data/core/editor folder for implementation.)
Return value
Current editor player.void setData ( const char * data ) #
Sets a new user string data associated with the world. this string is written directly into the data tag of the *.world file.
Arguments
- const char * data - The user string data.
const char * getData() const#
Returns the current user string data associated with the world. this string is written directly into the data tag of the *.world file.
Return value
Current user string data.void setEnabled ( bool enabled ) #
Sets a new value of the Enabled parameter. The Enabled parameter controls all internal additional engine processing (for example, reloading of textures when their recording time is changed and so on). For example, the Enabled parameter can be set to 0 when using Syncker in order to increase engine performance (as Syncker operates inside the editor environment and can reduce engine performance).
Arguments
- bool enabled - Set true to enable the Enabled parameter; false - to disable it.
bool isEnabled() const#
Returns the current value of the Enabled parameter. The Enabled parameter controls all internal additional engine processing (for example, reloading of textures when their recording time is changed and so on). For example, the Enabled parameter can be set to 0 when using Syncker in order to increase engine performance (as Syncker operates inside the editor environment and can reduce engine performance).
Return value
true if the Enabled parameter is enabled; otherwise false.bool isLoaded() const#
Returns the current value indicating if the editor is already loaded.
Return value
true if the editor is loaded; otherwise false.void setVRPlayer ( const Ptr<Player>& vrplayer ) #
Sets a new player used to render VR in the Editor mode at the moment. If VR Player has not been set, VR is rendered to the Editor Player; if the Editor Player hasn't been set either, the Game Player is used for rendering.
Editor player is handled differently than in-game players. Parameters set directly for the player are ignored; instead, Editor player uses Camera parameters set via the interface. (See Editor scripts in data/core/editor folder for implementation.)
Arguments
Ptr<Player> getVRPlayer() const#
Returns the current player used to render VR in the Editor mode at the moment. If VR Player has not been set, VR is rendered to the Editor Player; if the Editor Player hasn't been set either, the Game Player is used for rendering.
Editor player is handled differently than in-game players. Parameters set directly for the player are ignored; instead, Editor player uses Camera parameters set via the interface. (See Editor scripts in data/core/editor folder for implementation.)
Return value
Current player to render VR.void load ( const char * script = "editor/editor.usc" ) #
Loads the editor from the specified script.Arguments
- const char * script - Path to the script.
void quit ( ) #
Quit the editor.void reload ( ) #
Reloads the Unigine Editor. This functions updates node hierarchy, updates loaded textures if they were modified, etc.int needReload ( ) #
Returns a value indicating if Unigine Editor should be reloaded.Return value
1 if the editor should be reloaded; otherwise, 0.void addEditorPlayer ( const Ptr<Player> & player ) #
Adds another editor player.Arguments
void removeEditorPlayer ( const Ptr<Player> & player ) #
Removes a given player from the editor.Arguments
bool isEditorPlayer ( const Ptr<Player> & player ) const#
Returns a value indicating if the given player is an Editor player.Arguments
Return value
true if the Player is an Editor player; otherwise, false.Ptr<Node> getIntersection ( const Math::Vec3 & p0, const Math::Vec3 & p1 ) #
Searches for all of the nodes intersected by the line traced from p0 to p1. The node closest to the start point is returned.Arguments
- const Math::Vec3 & p0 - Line start point coordinates
- const Math::Vec3 & p1 - Line end point coordinates
Return value
The first intersected node found at the line; otherwise, nullptr pointer.Ptr<Node> getIntersection ( const Math::Vec3 & p0, const Math::Vec3 & p1, const Vector< Ptr<Node> > & exclude ) #
Searches for all of the nodes intersected by the line traced from p0 to p1, except for the ones passed in the exclude list. The node closest to the start point is returned.Arguments
- const Math::Vec3 & p0 - Line start point coordinates.
- const Math::Vec3 & p1 - Line end point coordinates.
- const Vector< Ptr<Node> > & exclude - List of nodes to be ignored when searching for intersection by the traced line.
Return value
The first intersected node found at the line (except for the ones passed in the exclude list); otherwise, nullptr pointer.Ptr<Node> getIntersection ( const Math::Vec3 & p0, const Math::Vec3 & p1, const Vector<Ptr<Node>> & exclude, const Vector<Node::TYPE> & exclude_types ) #
Searches for all of the nodes intersected by the line traced from p0 to p1, ignoring the ones passed in the exclude list and except the ones of the types passed in the exclude_types list. The node closest to the start point is returned.Arguments
- const Math::Vec3 & p0 - Line start point coordinates.
- const Math::Vec3 & p1 - Line end point coordinates.
- const Vector<Ptr<Node>> & exclude - Array of the nodes to exclude; all these nodes will be skipped while checking for intersection.
- const Vector<Node::TYPE> & exclude_types - Array of the node types to exclude; nodes of the specified types will be skipped while checking for intersection.
Return value
The first intersected node smart pointer if found; otherwise, nullptr pointer.Ptr<Node> getIntersection ( const Math::Vec3 & p0, const Math::Vec3 & p1, const Ptr<WorldIntersection> & intersection ) #
Searches for all of the nodes intersecting the line. The node closest to the start point is returned. The intersection result will be presented as a WorldIntersection instance.Arguments
- const Math::Vec3 & p0 - Line start point coordinates.
- const Math::Vec3 & p1 - Line end point coordinates.
- const Ptr<WorldIntersection> & intersection - WorldIntersection class instance containing the intersection information.
Return value
The first intersected node smart pointer if found; otherwise, nullptr pointer.Ptr<Node> getIntersection ( const Math::Vec3 & p0, const Math::Vec3 & p1, const Ptr<WorldIntersectionNormal> & intersection ) #
Searches for all of the nodes intersecting the line. The node closest to the start point is returned. The intersection result will be presented as a WorldIntersectionNormal instance.Arguments
- const Math::Vec3 & p0 - Line start point coordinates.
- const Math::Vec3 & p1 - Line end point coordinates.
- const Ptr<WorldIntersectionNormal> & intersection - WorldIntersectionNormal class instance containing the intersection information.
Return value
The first intersected node smart pointer if found; otherwise, nullptr pointer.Ptr<Node> getIntersection ( const Math::Vec3 & p0, const Math::Vec3 & p1, const Ptr<WorldIntersectionTexCoord> & intersection ) #
Searches for all of the nodes intersecting the line. The node closest to the start point is returned. The intersection result will be presented as a WorldIntersectionTexCoord node.Arguments
- const Math::Vec3 & p0 - Start point of the line.
- const Math::Vec3 & p1 - End point of the line.
- const Ptr<WorldIntersectionTexCoord> & intersection - Pointer to WorldIntersectionTexCoord.
Return value
The first intersected node smart pointer if found; otherwise, nullptr pointer.Ptr<Node> getIntersection ( const Math::Vec3 & p0, const Math::Vec3 & p1, const Vector< Ptr<Node> > & exclude, const Ptr<WorldIntersection> & intersection ) #
Searches for all of the nodes intersecting the line. The node closest to the start point is returned. The intersection result will be presented as a WorldIntersection instance.Arguments
- const Math::Vec3 & p0 - Start point of the line.
- const Math::Vec3 & p1 - End point of the line.
- const Vector< Ptr<Node> > & exclude - Array of the nodes to exclude; all these nodes will be skipped while checking for intersection.
- const Ptr<WorldIntersection> & intersection - WorldIntersection class instance containing the intersection information.
Return value
The first intersected node smart pointer if found; otherwise, nullptr pointer.Ptr<Node> getIntersection ( const Math::Vec3 & p0, const Math::Vec3 & p1, const Vector<Ptr<Node>> & exclude, const Vector<Node::TYPE> & exclude_types, const Ptr<WorldIntersection> & intersection ) #
Searches for all of the nodes intersecting the line, ignoring the ones passed in the exclude list and except the ones of the types passed in the exclude_types list. The node closest to the start point is returned. The intersection result will be presented as a WorldIntersection instance.Arguments
- const Math::Vec3 & p0 - Line start point coordinates.
- const Math::Vec3 & p1 - Line end point coordinates.
- const Vector<Ptr<Node>> & exclude - Array of the nodes to exclude; all these nodes will be skipped while checking for intersection.
- const Vector<Node::TYPE> & exclude_types - Array of the node types to exclude; nodes of the specified types will be skipped while checking for intersection.
- const Ptr<WorldIntersection> & intersection - WorldIntersection class instance containing the intersection information.
Return value
The first intersected node smart pointer if found; otherwise, nullptr pointer.Ptr<Node> getIntersection ( const Math::Vec3 & p0, const Math::Vec3 & p1, const Vector< Ptr<Node> > & exclude, const Ptr<WorldIntersectionNormal> & intersection ) #
Searches for all of the nodes intersecting the line. The node closest to the start point is returned. The intersection result will be presented as a WorldIntersectionNormal node.Arguments
- const Math::Vec3 & p0 - Start point of the line.
- const Math::Vec3 & p1 - End point of the line.
- const Vector< Ptr<Node> > & exclude - Array of the nodes to exclude; all these nodes will be skipped while checking for intersection.
- const Ptr<WorldIntersectionNormal> & intersection - Pointer to WorldIntersectionNormal.
Return value
The first intersected node smart pointer if found; otherwise, nullptr pointer.Ptr<Node> getIntersection ( const Math::Vec3 & p0, const Math::Vec3 & p1, const Vector< Ptr<Node> > & exclude, const Ptr<WorldIntersectionTexCoord> & intersection ) #
Searches for all of the nodes intersecting the line. The node closest to the start point is returned. The intersection result will be presented as a WorldIntersectionTexCoord node.Arguments
- const Math::Vec3 & p0 - Start point of the line.
- const Math::Vec3 & p1 - End point of the line.
- const Vector< Ptr<Node> > & exclude - Array of the nodes to exclude; all these nodes will be skipped while checking for intersection.
- const Ptr<WorldIntersectionTexCoord> & intersection - Pointer to WorldIntersectionTexCoord.
Return value
The first intersected node smart pointer if found; otherwise, nullptr pointer.bool getIntersection ( const Math::WorldBoundFrustum & bs, Vector<Ptr<Node>> & OUT_nodes, bool use_handlers ) #
Finds all nodes intersected by the specified bound frustum and puts them to the specified output buffer. You can also get editor-only objects (node handlers) along with nodes, just set use_handlers to true.Arguments
- const Math::WorldBoundFrustum & bs - Bounding frustum where intersection search is to be performed.
- Vector<Ptr<Node>> & OUT_nodes - Output buffer to store the list of intersected nodes (if any).This output buffer is to be filled by the Engine as a result of executing the method.
- bool use_handlers - true to include editor-only objects (node handlers) in the list of intersected nodes; false - to ignore handlers.
Return value
true if intersected nodes are found; otherwise, false.Last update:
16.08.2024
Помогите сделать статью лучше
Была ли эта статья полезной?
(или выберите слово/фразу и нажмите Ctrl+Enter