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注意! 这个版本的文档是过时的,因为它描述了一个较老的SDK版本!请切换到最新SDK版本的文档。
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Unigine::WorldExternBase Class

Header: #include <UnigineWorld.h>
Inherits: Base

Unigine Base WorldExtern class.

WorldExternBase Class

Members


int getClassID ( ) #

Returns a unique class ID.

Return value

Unique class ID.

Ptr<Node> getNode ( ) const#

Returns the Node smart pointer.

Return value

Node smart pointer.

Ptr<WorldExtern> getWorldExtern ( ) const#

Returns the WorldExtern smart pointer.

Return value

WorldExtern smart pointer.

int loadWorld ( const Ptr<Xml> & xml ) #

Loads a world state from the Xml.

Arguments

  • const Ptr<Xml> & xml - Xml smart pointer.

Return value

1 if the world state was successfully loaded; otherwise, 0.

void preRender ( float ifps ) #

Pre-render function, i.e. after the update() and before the render() function.

Arguments

  • float ifps - Inverse FPS value.

void renderHandler ( ) #

Renders the handler for the external world.

void renderVisualizer ( ) #

Renders the visualizer.
Notice
You should enable the engine visualizer by the show_visualizer 1 console command.

int restoreState ( const Ptr<Stream> & stream ) #

Restores a world state from the stream.

Arguments

  • const Ptr<Stream> & stream - Stream smart pointer.

Return value

1 if the world state was successfully restored; otherwise, 0.

int saveState ( const Ptr<Stream> & stream ) #

Saves a world state into the stream.

Arguments

  • const Ptr<Stream> & stream - Stream smart pointer.

Return value

1 if the world state was successfully saved; otherwise, 0.

int saveWorld ( const Ptr<Xml> & xml ) #

Saves a world state into the Xml.

Arguments

  • const Ptr<Xml> & xml - Xml smart pointer.

Return value

1 if the world state was successfully saved; otherwise, 0.

void update ( float ifps ) #

Update function. It is called when the node is visible.

Arguments

  • float ifps - Inverse FPS value.

void updateEnabled ( ) #

Updates enabled.

void updatePosition ( ) #

Updates a position of the external world.

void updateTransform ( ) #

Updates transformation matrix of the external world.

void setUpdateDistanceLimit ( float distance ) #

Sets the distance from the camera within which the external world should be updated.

Arguments

  • float distance - Distance from the camera within which the external world should be updated (in units).

float getUpdateDistanceLimit ( ) #

Returns the distance from the camera within which the external world should be updated.

Return value

Distance from the camera within which the external world should be updated (in units).

void setUpdate ( bool enabled ) #

Sets a value indicating if the external world should be constantly updated each frame, regardless of the update distance.

Arguments

  • bool enabled - true to enable forced updating for the external world; false - to disable forced updating and take the update distance into account.

bool isUpdate ( ) #

Returns a value indicating if the external world should be constantly updated each frame, regardless of the update distance.

Return value

true if the external world is constantly updated each frame; otherwise, false
Last update: 2020-11-24
Build: ()