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Unigine::NodeDummy Class

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

A dummy node is a zero-sized node that has no visual representation. It is used to organize the other nodes into a hierarchy: the dummy node serves as a parent node and enables to organize the other nodes that are made its children into a group.

Notice
A bounding box of the dummy node is equal to the bounding boxes of all its child nodes combined together.

Creating a Dummy Node

To create a dummy node, perform as follows:

  1. Create an instance of the NodeDummy class.
  2. Release script ownership so that the node can be added to UnigineEditor.
  3. Add the node to UnigineEditor (wherein, node ownership will be passed to the editor automatically).

You can also specify such settings as a name, transformation and so on.

Source code (C++)
#include <UnigineEditor.h>
#include <UnigineNodes.h>

using namespace Unigine;

int AppWorldLogic::init() {
	
	// create a dummy node
	NodeDummyPtr dummy = NodeDummy::create();
	// set a name
	dummy->setName("DummyNode");
	// release script ownership
	dummy->release();
	// add the dummy node to the editor
	Editor::get()->addNode(dummy->getNode());

	return 1;
}

Organizing a Nodes Hierarchy

To organize nodes in a hierarchy, perform as follows:

  1. Create an instance of the NodeDummy class.
  2. Release script ownership so that the node can be added to UnigineEditor.
  3. Create a node and add it as a child to the created dummy node.
  4. Add the dummy node to UnigineEditor (wherein, node ownership will be passed to the editor automatically).
Source code (C++)
// AppWorldLogic.cpp

#include <UnigineEditor.h>
#include <UnigineNodes.h>
#include <UnigineString.h>

using namespace Unigine;
using namespace Math;

int AppWorldLogic::init() {
	
	// create a dummy node
	NodeDummyPtr root = NodeDummy::create();
	// set a name for the node
	root->setName("root");
	// release script ownership
	root->release();

	// 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 (an instance of the ObjectMeshStatic class)
			ObjectMeshStaticPtr node = ObjectMeshStatic::create(mesh);
			// assign a material and a property to the node
			for (int i = 0; i < node->getNumSurfaces(); i++)
			{
				node->setMaterial("mesh_base", i);
				node->setProperty("surface_base", i);
			}
			// set node transformation
			node->setWorldTransform(translate(Vec3(x * 2, y * 2, 0.0f)));
			// set a name for the node
			node->setName(String::format("mesh_%d_%d", x + 10, y + 10).get());
			// release script ownership
			node->release();
			// add the node as a child to the root dummy node
			root->addWorldChild(node->getNode());
		}
	}

	// add the root dummy node with its children to UnigineEditor
	Editor::get()->addNode(root->getNode());

	return 1;
}

NodeDummy Class

Members


static NodeDummyPtr create()

Constructor. Creates a dummy node.

Ptr<NodeDummy> cast(const Ptr<Node> & node)

Casts a NodeDummy out of the Node instance.

Arguments

  • const Ptr<Node> & node - Pointer to Node.

Return value

Pointer to NodeDummy.

int type()

Returns the type of the node.

Return value

NodeDummy type identifier.
Last update: 26.04.2018
Build: ()