This page has been translated automatically.
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
FAQ
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
CIGI Client Plugin
Rendering-Related Classes
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 This version of documentation is OUTDATED, as it describes an older SDK version!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::ObjectDummy Class

Header:#include <UnigineObjects.h>
Inherits:Object

A dummy object can be used when an invisible object with physical properties is required. For example, as a base object to hold visible physical object fixed by using joints. It can also serve a root node to organize hierarchy same as NodeDummy.

ObjectDummy Class

Members


static ObjectDummyPtr create()

Constructor. Creates a new dummy object.

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

Casts an ObjectDummy out of the Node instance.

Arguments

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

Return value

Pointer to ObjectDummy.

Ptr<ObjectDummy> cast(const Ptr<Object> & base)

Casts an ObjectDummy out of the Object instance.

Arguments

  • const Ptr<Object> & base - Pointer to Object.

Return value

Pointer to ObjectDummy.

int type()

Returns the type of the node.

Return value

Object type identifier.
Last update: 2018-06-04
Build: ()