Unigine::WorldTrigger Class
Header: | #include <UnigineWorlds.h> |
Inherits: | Node |
WorldTrigger Class
Members
static WorldTriggerPtr create(const Math::vec3 & size)
Constructor. Creates a new world trigger with given dimensions.Arguments
- const Math::vec3 & size - Dimensions of the new world trigger. If negative values are provided, 0 will be used instead of them.
Ptr<WorldTrigger> cast(const Ptr<Node> & node)
Arguments
- const Ptr<Node> & node
void setEnterCallback(const Ptr<EnterCallback> & func)
Arguments
- const Ptr<EnterCallback> & func
void setEnterCallbackName(const char * name)
Sets a callback function to be fired when nodes are entering the world trigger. Unlike setEnterCallback(), this callback function accepts a node that entered the world trigger and world trigger itself as arguments.Arguments
- const char * name - World script function name.
const char * getEnterCallbackName()
Returns the name of callback function to be fired on entering the world trigger. This callback function is set via setEnterCallbackName().Return value
World script function name.void setExcludeNodes(const Set< Ptr<Node> > & nodes)
Sets a list of excluded nodes, on which the world trigger will not react.Arguments
- const Set< Ptr<Node> > & nodes - Exclude nodes vector.
Set< Ptr<Node> > getExcludeNodes()
Returns the current list of excluded nodes, on which the world trigger does not react.Arguments
void setExcludeTypes(const Set< int > & types)
Sets a list of excluded node types, on which the world trigger will not react.Arguments
- const Set< int > & types - Exclude node types vector.
Set< int > getExcludeTypes()
Returns the current list of excluded node types, on which the world trigger does not react.Arguments
void setLeaveCallback(const Ptr<LeaveCallback> & func)
Arguments
- const Ptr<LeaveCallback> & func
void setLeaveCallbackName(const char * name)
Sets a callback function to be fired when nodes are leaving the world trigger. Unlike setLeaveCallback(), this callback function accepts a node that left the world trigger and world trigger itself as arguments.Arguments
- const char * name - World script function name.
const char * getLeaveCallbackName()
Returns the name of the callback function name to be fired on leaving the world trigger. This callback function is set via setLeaveCallbackName().Return value
World script function name.Ptr<Node> getNode(int num)
Returns a node pointer.Arguments
- int num - Node number in range from 0 to the total number of nodes.
Return value
Node pointer.Ptr<Node> getNode()
Returns a node pointer.Return value
Node pointer.Vector< Ptr<Node> > getNodes()
Gets nodes contained in the trigger.Arguments
int getNumNodes()
Returns the number of nodes contained in the world trigger.Return value
Number of nodes contained in the trigger.void setSize(const Math::vec3 & size)
Updates the current dimensions of the world trigger. The minimum size is vec3(0,0,0).Arguments
- const Math::vec3 & size - Dimensions of the world trigger.
Math::vec3 getSize()
Returns the current dimensions of the world trigger.Return value
Current dimensions of the world trigger.void setTargetNodes(const Set< Ptr<Node> > & nodes)
Sets a list of target nodes, which will fire callbacks. If this list is empty, all nodes fire callbacks.Arguments
- const Set< Ptr<Node> > & nodes - Target nodes vector.
Set< Ptr<Node> > getTargetNodes()
Returns the current list of target nodes, which fire callbacks. If this list is empty, all nodes fire callbacks.Arguments
void setTargetTypes(const Set< int > & types)
Sets a list of target node types, which will fire callbacks. If this list is empty, all nodes fire callbacks.Arguments
- const Set< int > & types - Target node types vector.
Set< int > getTargetTypes()
Returns the current list of target node types, which fire callbacks. If this list is empty, all nodes fire callbacks.Arguments
void setTouch(int touch)
Sets a touch mode for the trigger. With this mode on, the trigger will react to the node by partial contact. When set to off, the trigger reacts only if the whole bounding sphere/box gets inside or outside of it. The default is 0.Arguments
- int touch - Touch mode flag: 1 to enable the touch mode, 0 to disable it.
int isTouch()
Returns a value indicating if a touch mode is enabled for the trigger. With this mode on, the trigger will react to the node by partial contact. When set to off, the trigger reacts only if the whole bounding sphere/box gets inside or outside of it.Return value
Returns 1 if the touch mode is enabled; otherwise, 0.int type()
Last update: 03.07.2017
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