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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Unigine::PlayerPersecutor Class

Header: #include <UniginePlayers.h>
Inherits from: Player

This class is used to create a free flying camera without a physical body that follows the target node at the specified distance. The exact point of the target it follows is called an anchor. The persecutor can either turn around its target or its viewing direction can be fixed. Just like PlayerSpectator it is approximated with a sphere, which allows it to collide with objects (but it cannot, for example, to push or interact with them).

See Also#

A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/players/ folder:

  • persecutor_00
  • persecutor_01

PlayerPersecutor Class

Members


static PlayerPersecutorPtr create ( ) #

Constructor. Creates a new persecutor with default properties.

void setAnchor ( const Math::vec3 & anchor ) #

Sets coordinates of an anchor point (in the target node local coordinates), to which the persecutor is bound.

Arguments

  • const Math::vec3 & anchor - Anchor coordinates.

Math::vec3 getAnchor ( ) const#

Returns coordinates of an anchor point (in the target node local coordinates), to which the persecutor is bound.

Return value

Anchor coordinates.

void setCollision ( int collision ) #

Sets a value indicating if collisions with persecutor's sphere should be taken into account.

Arguments

  • int collision - 1 to enable collisions, 0 to let the persecutor fly through objects.

int getCollision ( ) const#

Returns a value indicating if collisions with persecutor's sphere should be taken into account.

Return value

1 if collisions are taken into account; otherwise, 0.

void setCollisionMask ( int mask ) #

Sets a collision mask for the persecutor's collision sphere. Two objects collide, if they both have matching masks.

Arguments

  • int mask - An integer value, each bit of which is used to set a bit mask.

int getCollisionMask ( ) const#

Returns a collision mask of the persecutor's collision sphere. Two objects collide, if they both have matching masks.

Return value

An integer value, each bit of which is used to set a bit mask.

void setCollisionRadius ( float radius ) #

Sets the radius of the persecutor's collision sphere.

Arguments

  • float radius - New radius of the collision sphere.

float getCollisionRadius ( ) const#

Returns radius of the persecutor's collision sphere.

Return value

Radius of the collision sphere in units.

float getContactDepth ( int contact ) const#

Returns penetration depth by the given contact.

Arguments

  • int contact - Contact number.

Return value

Penetration depth.

Math::vec3 getContactNormal ( int contact ) const#

Returns a normal of the contact point, in world coordinates.

Arguments

  • int contact - Contact number.

Return value

Normal of the contact point..

Ptr<Object> getContactObject ( int contact ) const#

Returns an object participating in the contact with the player (used for collisions with physical object).

Arguments

  • int contact - Contact number.

Return value

Object in contact.

Math::Vec3 getContactPoint ( int contact ) const#

Returns world coordinates of the contact point.

Arguments

  • int contact - Contact number.

Return value

Contact point.

Ptr<Shape> getContactShape ( int num ) const#

Returns a shape that collided with the player.

Arguments

  • int num - Contact number.

Return value

Shape in contact.

int getContactSurface ( int contact ) const#

Returns the surface of the current object, which is in contact (used for collisions with non-physical object).

Arguments

  • int contact - Contact number.

Return value

Surface number.

void setDistance ( float distance ) #

Sets a distance between the target node and the persecutor. The value will be clamped between the minimum and the maximum distance values.

Arguments

  • float distance - New distance in units.

float getDistance ( ) const#

Returns the current distance between the target and the persecutor. The value is clamped between the minimum and the maximum distance values.

Return value

Distance in units.

void setFixed ( bool fixed ) #

Sets a value indicating if the persecutor can freely rotate around its target or it is oriented strictly in one direction. The fixed viewing direction is the same direction the persecutor was looking in when this function is called, though it can be reset to another one afterwards.

Arguments

  • bool fixed - true to orient the player strictly in one direction, false to let it rotate freely.

bool isFixed ( ) const#

Returns a value indicating if the persecutor can freely rotate around its target or it is oriented strictly in one direction. The fixed viewing direction is the same direction the persecutor was looking in when setFixed() function is called, though it can be reset to another one afterwards.

Return value

true if the persecutor is oriented strictly in one direction; otherwise, false.

void setMaxDistance ( float distance ) #

Sets the maximum possible distance between the persecutor and the target.

Arguments

  • float distance - New distance in units.

float getMaxDistance ( ) const#

Returns the maximum possible distance between the persecutor and the target.

Return value

Distance in units.

void setMaxThetaAngle ( float angle ) #

Sets the maximum theta angle (zenith angle, also known as pitch angle) that determines how far downward the player can look.

Arguments

  • float angle - New angle in degrees in range [0;90]. The higher the value, the further down the player can look.

float getMaxThetaAngle ( ) const#

Returns the maximum theta angle (zenith angle, also known as pitch angle) that determines how far downward the player can look. The higher the value, the further down the player can look.

Return value

Angle in degrees.

void setMinDistance ( float distance ) #

Sets the minimum possible distance between the persecutor and the target.

Arguments

  • float distance - New distance in units.

float getMinDistance ( ) const#

Returns the minimum possible distance between the persecutor and the target.

Return value

Distance in units.

void setMinThetaAngle ( float angle ) #

Sets the minimum theta angle (zenith angle, also known as pitch angle) that determines how far upward the player can look.

Arguments

  • float angle - New angle in degrees in range [-90;0]. The lower the value, the further up the player can look.

float getMinThetaAngle ( ) const#

Returns the minimum theta angle (zenith angle, also known as pitch angle) that determines how far upward the player can look. The lower the value, the further up the player can look.

Return value

Angle in degrees.

int getNumContacts ( ) const#

Returns the number of contacts, in which the player's capsule participates.

Return value

Number of contacts.

void setPhiAngle ( float angle ) #

Sets the phi angle (azimuth angle, also known as yaw angle). This angle determines the horizontal viewing direction, i.e. left or right.

Arguments

  • float angle - New angle in degrees. Positive values rotate the player to the right; negative values rotate it to the left.

float getPhiAngle ( ) const#

Returns the phi angle (azimuth angle, also known as yaw angle). This angle determines the horizontal viewing direction, i.e. left or right. Positive values rotate the player to the right; negative values rotate it to the left.

Return value

Angle in degrees.

void setTarget ( const Ptr<Node> & target ) #

Sets an object, which will be followed by the persecutor.

Arguments

  • const Ptr<Node> & target - New target node.

Ptr<Node> getTarget ( ) const#

Returns the object currently followed by the persecutor.

Return value

Target node.

void setThetaAngle ( float angle ) #

Sets the theta angle of the player (zenith angle, also known as pitch angle). This angle determines the vertical viewing direction, i.e. upwards or downwards. The value will be clamped between the minimum and the maximum theta angle.

Arguments

  • float angle - New angle in degrees in range [-90;90]. If a positive value is specified, the player will look upwards; if a negative value is specified, the player will look downwards.

float getThetaAngle ( ) const#

Returns the theta angle (zenith angle, also known as pitch angle). This angle determines the vertical viewing direction, i.e. upwards or downwards. If a positive value is returned, the player looks upwards; if a negative value is returned, the player looks downwards. The value is clamped between the minimum and the maximum theta angle.

Return value

Angle in degrees.

void setTurning ( float turning ) #

Sets a velocity of player turning.

Arguments

  • float turning - Turning velocity in degrees per second. If a negative value is provided, 0 will be used instead.

float getTurning ( ) const#

Returns a velocity of player turning.

Return value

Turning velocity in degrees per second.

static int type ( ) #

Returns the type of the player.

Return value

PlayerPersecutor type identifier.
Last update: 2022-03-10
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