# Unigine.PlayerPersecutor Class (CPP) **Header:** #include **Inherits from:** Player This class is used to create a free flying camera without a physical body that follows the [target node](#setTarget_Node_void) at the specified [distance](#setDistance_float_void). The exact point of the target it follows is called an [anchor](#setAnchor_vec3_void). The persecutor can either turn around its target or its viewing direction can be [fixed](#setFixed_int_void). Just like [PlayerSpectator](../../../api/library/players/class.playerspectator_cpp.md) it is approximated with a sphere, which allows it to [collide](#setCollision_int_void) with objects (but cannot, for example, push or interact with them). ### See Also UnigineScript samples: - - ## 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](../../../api/library/math/class.vec3_cpp.md) &* **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()](#setFixed_int_void) 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](../../../api/library/common/class.ptr_cpp.md)<[Node](../../../api/library/nodes/class.node_cpp.md)> &* **target** - New target node. ## Ptr 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](#setMinThetaAngle_float_void) and the [maximum](#setMaxThetaAngle_float_void) 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](../../../api/library/nodes/class.node_cpp.md#PLAYER_PERSECUTOR).