This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
UnigineEditor
界面概述
资产工作流程
设置和首选项
项目开发
调整节点参数
Setting Up Materials
Setting Up Properties
照明
Landscape Tool
Sandworm
使用编辑器工具执行特定任务
Extending Editor Functionality
嵌入式节点类型
Nodes
Objects
Effects
Decals
光源
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
编程
基本原理
搭建开发环境
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Rebuilding the Engine Tools
GUI
双精度坐标
应用程序接口
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
创建内容
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
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。
注意! 这个版本的文档描述了一个不再受支持的旧SDK版本!请升级到最新的SDK版本。

Unigine::WorldExpression Class

Header: #include <UnigineWorlds.h>
Inherits from: Node

This class is used to create a world expression, that executes an arbitrary expression. An expression can be executed for the other nodes if they are assigned as child nodes of WorldExpression. The child nodes will inherit transformations (if any) of the world expression and will be transformed relative to the pivot point of WorldExpression.

See Also#

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

  • expression_00
  • expression_01
  • expression_02
  • expression_03
  • expression_04
  • expression_05

WorldExpression Class

Members


static WorldExpressionPtr create ( ) #

Constructor. Creates an arbitrary expression to be executed.

bool isCompiled ( ) const#

Returns a value indicating if the given expression has been compiled. It is automatically called on world load or after setExpression() is used.

Return value

1 if the expression has been compiled; otherwise, 0.

bool setExpression ( const char * src ) #

Sets the arbitrary expression to be executed.
Notice
The expression passed as an argument must be wrapped with curly braces {} as they define the world expression scope.

Arguments

  • const char * src - An executable expression.

Return value

true if the expression is set successfully; otherwise, false.

const char * getExpression ( ) const#

Returns the executable expression.

Return value

The executable expression.

bool isFunction ( const char * name, int num_args ) const#

Returns a value indicating if the given world expression has the function with specified name and number of arguments.

Arguments

  • const char * name - The name of the function.
  • int num_args - The number of arguments.

Return value

true if the expression exists; otherwise, false.

void setIFps ( float ifps ) #

Sets a constant frame duration used to execute the expression. It can be used to decrease the frame rate to get higher performance. 0 means that the expression is executed at the same frame rate as the main application window.

Arguments

  • float ifps - Frame duration (inverse FPS) in seconds (1/FPS). If a too small value is provided, 1E-6 will be used instead.

float getIFps ( ) const#

Returns the current constant frame duration used to execute the expression. 0 means that the expression is executed at the same frame rate as the main application window.

Return value

Frame duration (inverse FPS) in seconds (1/FPS).

static int type ( ) #

Returns the type of the node.

Return value

World type identifier.

bool setExpressionName ( const char * name ) #

Loads an expression from the given file.

Arguments

  • const char * name - Expression file name.

Return value

true if the expression is successfully loaded from the given file; otherwise, false.

const char * getExpressionName ( ) const#

Returns the name of the expression file.

Return value

Expression file name.

void setUpdateDistanceLimit ( float limit ) #

Sets the distance from the camera within which the object should be updated.

Arguments

  • float limit - Distance from the camera within which the object should be updated.

float getUpdateDistanceLimit ( ) const#

Returns the distance from the camera within which the object should be updated.

Return value

Distance from the camera within which the object should be updated.
Last update: 2021-12-13
Build: ()