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
Программирование
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
Внимание! Эта версия документация УСТАРЕЛА, поскольку относится к более ранней версии SDK! Пожалуйста, переключитесь на самую актуальную документацию для последней версии SDK.
Внимание! Эта версия документации описывает устаревшую версию SDK, которая больше не поддерживается! Пожалуйста, обновитесь до последней версии SDK.

Unigine::NodeLayer Class

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

To create a layer node, perform as follows:

  1. Create an instance of the NodeLayer 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 layer node
	NodeLayerPtr layer = NodeLayer::create();
	// set a name
	layer->setName("LayerNode");
	// release script ownership
	layer->release();
	// add the layer node to the editor
	Editor::get()->addNode(layer->getNode());

	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:

Source code (C++)
// AppWorldLogic.cpp

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

using namespace Unigine;
using namespace Math;

int AppWorldLogic::init() {
	
	// create a layer node
	NodeLayerPtr layer = NodeLayer::create("unigine_project/nodes/layer_0.node");
	// set a name for the node
	layer->setName("layer_0");
	// release script ownership
	layer->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 (e.g. an instance of the ObjectMeshDynamic class)
			ObjectMeshDynamicPtr node = ObjectMeshDynamic::create(mesh);
			// assign a material to the surfaces of the object
			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 layer node
			layer->addWorldChild(node->getNode());
		}
	}

	// add the layer node to UnigineEditor
	Editor::get()->addNode(layer->getNode());

	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.

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

using namespace Unigine;
using namespace Math;

int AppWorldLogic::init() {
	
	// create a layer node
	NodeLayerPtr layer = NodeLayer::create("unigine_project/nodes/layer_0.node");
	// set a name for the node
	layer->setName("layer_0");
	// release script ownership
	layer->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 (e.g. an instance of the ObjectMeshDynamic class)
			ObjectMeshDynamicPtr node = ObjectMeshDynamic::create(mesh);
			// assign a material to the surfaces of the object
			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 layer node
			layer->addWorldChild(node->getNode());
		}
	}

	// add the layer node to UnigineEditor
	Editor::get()->addNode(layer->getNode());
	// save the world
	Console::get()->run("world_save unigine_project");

	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::get()->saveNodes(layer->getNodeName(), 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.

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

Casts a NodeLayer out of the Node instance.

Arguments

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

Return value

Pointer to NodeLayer.

void setNodeName( 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 * getNodeName( )

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.

int type( )

Returns the type of the node.

Return value

NodeLayer type identifier.
Last update: 27.12.2018
Build: ()