This page has been translated automatically.
Видеоуроки
Интерфейс
Основы
Продвинутый уровень
Подсказки и советы
Основы
Программирование на C#
Рендеринг
Профессиональный уровень (SIM)
Принципы работы
Свойства (properties)
Компонентная Система
Рендер
Физика
Редактор UnigineEditor
Обзор интерфейса
Работа с ассетами
Контроль версий
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
Player-ноды
Программирование
Основы
Настройка среды разработки
Примеры использования
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Плагины
Форматы файлов
Материалы и шейдеры
Rebuilding the Engine Tools
Интерфейс пользователя (GUI)
Двойная точность координат
API
Animations-Related Classes
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
VR-Related Classes
Работа с контентом
Оптимизация контента
Материалы
Визуальный редактор материалов
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Учебные материалы

Unigine::NodeLayer Class

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

A layer node is a zero-sized node that has no visual representation and enables to save all its child nodes into a separate .node file. Layer nodes should be used to split the world into several logical parts and save each of them in a .node file so that each layer and its child nodes can be edited without affecting the source .world file.

Notice
The layer node itself is not stored in the .node file.

Creating a Layer#

Create an instance of the NodeLayer class. You can also specify such settings as a name, transformation and so on.

AppWorldLogic.cpp

Source code (C++)
#include "AppWorldLogic.h"

#include <UnigineObjects.h>
#include <UnigineWorld.h>

using namespace Unigine;
using namespace Math;

int AppWorldLogic::init()
{

	// create a layer node
	NodeLayerPtr layer = NodeLayer::create("nodes/layer_0.node");
	// set a name for the node
	layer->setName("layer_0");

	return 1;
}

Editing a Layer#

Editing a layer node includes adding, deleting, modifying its child nodes. For example, you can add new nodes as follows:

AppWorldLogic.cpp

Source code (C++)
#include "AppWorldLogic.h"

#include <UnigineObjects.h>
#include <UnigineWorld.h>

using namespace Unigine;
using namespace Math;

int AppWorldLogic::init()
{

	// create a layer node
	NodeLayerPtr layer = NodeLayer::create("nodes/layer_0.node");
	// set a name for the node
	layer->setName("layer_0");

	// 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 (e.g. an instance of the ObjectMeshDynamic class)
			ObjectMeshDynamicPtr node = ObjectMeshDynamic::create(mesh);

			// set node transformation
			node->setWorldTransform(translate(Vec3(x * 2.0f, y * 2.0f, 0.0f)));
			// set a name for the node
			node->setName(String::format("mesh_%d_%d", x + 10, y + 10).get());
			// add the node as a child to the layer node
			layer->addWorldChild(node);
		}
	}

	return 1;
}

Saving a Layer#

Changes made in the child nodes of the layer node can be saved on the disk by saving the world. The nodes will be saved in the separate .node file specified for the layer, not in the .world file.

AppWorldLogic.cpp

Source code (C++)
#include "AppWorldLogic.h"

#include <UnigineObjects.h>
#include <UnigineWorld.h>

using namespace Unigine;
using namespace Math;

int AppWorldLogic::init()
{

	// create a layer node
	NodeLayerPtr layer = NodeLayer::create("nodes/layer_0.node");
	// set a name for the node
	layer->setName("layer_0");

	// 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 (e.g. an instance of the ObjectMeshDynamic class)
			ObjectMeshDynamicPtr node = ObjectMeshDynamic::create(mesh);

			// set node transformation
			node->setWorldTransform(translate(Vec3(x * 2.0f, y * 2.0f, 0.0f)));
			// set a name for the node
			node->setName(String::format("mesh_%d_%d", x + 10, y + 10).get());
			// add the node as a child to the layer node
			layer->addWorldChild(node);
		}
	}

	// check if the node layer and its ancestors can be saved to the .world file
	if (!layer->isSaveToWorldEnabled()) layer->setSaveToWorldEnabledRecursive(true);
	// save the world
	World::saveWorld();

	return 1;
}

Instead of saving the world, you can manually save child nodes of the layer into the .node file by using the World::saveNodes() function:

Source code (C++)
// declare array of nodes
Vector<NodePtr> nodes;
// append child nodes of the layer to the declared array
for (int i = 0; i < layer->getNumChildren(); i++) {
	nodes.append(layer->getChild(i));
}
// save nodes to the .node file
if (World::saveNodes(layer->getNodePath(), nodes) == 0) {
	Log::error("Layer hasn't been saved\n");
}

See Also#

NodeLayer Class

Members


static NodeLayerPtr create ( const char * name ) #

Constructor. Creates a node layer with specified file name to store it.

Arguments

  • const char * name - Name of the layer.

void setNodePath ( const char * name ) #

Updates the name of the node layer: a path to a .node file where child nodes of the layer are stored.

Arguments

  • const char * name - Path to a .node file.

const char * getNodePath ( ) #

Returns the name of the node layer: a path to a .node file where child nodes of the layer are stored.

Return value

Path to the .node file.

static int type ( ) #

Returns the type of the node.

Return value

NodeLayer type identifier.
Last update: 11.07.2023
Build: ()