Видеоуроки
Interface
Essentials
Advanced
Полезные советы
Принципы работы
Свойства (properties)
Компонентная Система
Рендер
Физика
Редактор UnigineEditor
Обзор интерфейса
Работа с ассетами
Настройки и предпочтения
Работа с проектами
Настройка параметров узла
Setting Up Materials
Setting Up Properties
Освещение
Landscape Tool
Sandworm (Experimental)
Использование инструментов редактора для конкретных задач
Extending Editor Functionality
Встроенные объекты
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Objects
Sound Objects
Pathfinding Objects
Players
Программирование
Основы
Настройка среды разработки
Примеры использования
UnigineScript
C++
C#
Унифицированный язык шейдеров UUSL
File Formats
Rebuilding the Engine Tools
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
Art Samples
Tutorials

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");

	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 to the object's surfaces
			for (int i = 0; i < node->getNumSurfaces(); i++)
				node->setMaterial("mesh_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());
		}
	}

	return 1;
}

NodeDummy Class

Members


static NodeDummyPtr create ( ) #

Constructor. Creates a dummy node.

static int type ( ) #

Returns the type of the node.

Return value

NodeDummy type identifier.
Last update: 25.12.2019