This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
专业(SIM)
UnigineEditor
界面概述
资源工作流程
设置和首选项
项目开发
调整节点参数
Setting Up Materials
设置属性
照明
Sandworm
使用编辑器工具执行特定任务
如何擴展編輯器功能
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
使用范例
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
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
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
创建内容
内容优化
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::ObjectExternBase Class

Header: #include <UnigineObjects.h>
Inherits from: Base

The base class, from which the custom user-defined objects are inherited.

ObjectExternBase Class

Members


int getClassID ( ) #

Returns a unique class ID.

Return value

Unique class ID.

int getCollision ( const Math::Vec3 & p0, const Math::Vec3 & p1, Vector< int > & surfaces ) #

Spatial collision with the bounding box.

Arguments

  • const Math::Vec3 & p0 - Coordinates of the start point of the line.
  • const Math::Vec3 & p1 - Coordinates of the end point of the line.
  • Vector< int > & surfaces - Return array with surface numbers.

Return value

Returns 1 if the array of surfaces is not empty.

int getCollision ( const BoundBox & bb, Vector< int > & surfaces ) #

Spatial collision with the bounding box.

Arguments

  • const BoundBox & bb - Bounding box.
  • Vector< int > & surfaces - Return array with surface numbers.

Return value

Returns 1 if the array of surfaces is not empty.

int getIntersection ( const Math::Vec3 & p0, const Math::Vec3 & p1, Math::Vec3 * ret_point, Math::vec3 * ret_normal, Math::vec4 * ret_texcoord, int * ret_index, int * ret_instance, int surface ) #

Returns a value indicating that the line intersects the object surface.

Arguments

  • const Math::Vec3 & p0 - Coordinates of the start point of the line.
  • const Math::Vec3 & p1 - Coordinates of the end point of the line.
  • Math::Vec3 * ret_point - Intersection point coordinates. Pass NULL if this parameter is not required.
  • Math::vec3 * ret_normal - Intersection normal vector. Pass NULL if this parameter is not required.
  • Math::vec4 * ret_texcoord - Intersection texture coordinates. Pass NULL if this parameter is not required.
  • int * ret_index - Intersected triangle number. Pass NULL if this parameter is not required.
  • int * ret_instance - Intersected instance number. Pass NULL if this parameter is not required.
  • int surface - Surface number.

Return value

Returns 1 if the intersection occurs.

Ptr<Node> getNode ( ) const#

Returns the Node smart pointer.

Return value

Node smart pointer.

int getNumSurfaces ( ) #

Returns the number of object surfaces.

Return value

The number of object surfaces.

int getNumTriangles ( int surface ) #

Returns the number of triangles.

Arguments

  • int surface - Surface number.

Return value

Returns the number of triangles.

Ptr<Object> getObject ( ) const#

Returns the Object smart pointer.

Return value

Object smart pointer.

Ptr<ObjectExtern> getObjectExtern ( ) const#

Returns the ObjectExtern smart pointer.

Return value

ObjectExtern smart pointer.

int getOrder ( const Math::Vec3 & camera, int surface ) #

Returns the rendering order with respect to the camera position.

Arguments

  • const Math::Vec3 & camera - World camera position.
  • int surface - Surface number.

Return value

Surface rendering order.

int getRandomPoint ( Math::vec3 & ret_point, Math::vec3 & ret_normal, Math::vec3 & ret_velocity, int surface ) #

Returns a random point from a surface.

Arguments

  • Math::vec3 & ret_point - Random point coordinates.
  • Math::vec3 & ret_normal - Random normal vector.
  • Math::vec3 & ret_velocity - Random velocity vector.
  • int surface - Surface number.

Return value

Returns 1 if the random point is valid.

int getResource ( int surface ) #

Returns the unique render resource identifier.

Arguments

  • int surface - Surface number.

Return value

Surface resource identifier.

int getSequence ( const Math::Vec3 & camera, int surface ) #

Returns the rendering sequence with respect to the camera position.

Arguments

  • const Math::Vec3 & camera - World camera position.
  • int surface - Surface number.

Return value

Surface rendering sequence.

const char * getSurfaceName ( int surface ) #

Returns the object surface name.

Arguments

  • int surface - Surface number.

Return value

Surface name.

float getTransparentDistance ( const Math::Vec3 & camera, int surface ) #

Returns the transparent rendering distance.

Arguments

  • const Math::Vec3 & camera - World camera position.
  • int surface - Surface number.

Return value

Surface rendering distance.

void create ( int surface ) #

Renders a create function.

Arguments

  • int surface - Surface number.

int findSurface ( const char * name ) #

Returns the number of the object surface by its name.

Arguments

  • const char * name - Surface name.

Return value

Surface number.

int hasCreate ( ) #

Returns a value indicating that the object has a create function.

Return value

Returns 1 if the object has a create function.

int hasLods ( ) #

Returns a value indicating if the object has LODs.

Return value

Returns 1 if the object has surface LODs.

int hasRender ( ) #

Returns a value indicating that the object has a render function.

Return value

Returns 1 if the object has a render function.

int hasShadow ( ) #

Returns a value indicating that the object has a shadow function.

Return value

Returns 1 if the object has a shadow function.

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

Loads an object state from the Xml.

Arguments

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

Return value

Returns 1 if the object state was successfully loaded; otherwise, 0 is returned.

void preRender ( float ifps ) #

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

Arguments

  • float ifps - Inverse FPS value.

void render ( Render::PASS pass, int surface ) #

Renders the render function.

Arguments

  • Render::PASS pass - Rendering pass.
  • int surface - Surface number.

void renderHandler ( ) #

Renders the handler.

void renderShadow ( Render::PASS pass, int surface ) #

Renders render function.

Arguments

  • Render::PASS pass - Rendering pass.
  • int surface - Surface number.

void renderVisualizer ( ) #

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

void resizeSurfaces ( ) const#

Resizes all of the object surfaces.

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

Saves an object state into the stream.

Saving into the stream requires creating a blob to save into. To restore the saved state the restoreState() method is used:

Source code (C++)
// initialize a node and set its state
//...//

// save state
BlobPtr blob_state = Blob::create();
object->saveState(blob_state);

// change state
//...//

// restore state
blob_state->seekSet(0);				// returning the carriage to the start of the blob
object->restoreState(blob_state);

Arguments

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

Return value

true on success; otherwise, false.

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

Restores an object state from the stream.

Restoring from the stream requires creating a blob to save into and saving the state using the saveState() method:

Source code (C++)
// initialize a node and set its state
//...//

// save state
BlobPtr blob_state = Blob::create();
object->saveState(blob_state);

// change state
//...//

// restore state
blob_state->seekSet(0);				// returning the carriage to the start of the blob
object->restoreState(blob_state);

Arguments

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

Return value

true on success; otherwise, false.

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

Saves an object state into the Xml.

Arguments

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

Return value

Returns 1 if the object state was successfully saved; otherwise, 0 is returned.

void update ( float ifps ) #

Update function.

Arguments

  • float ifps - Inverse FPS value.

void updateEnabled ( ) #

Updates enabled.

void updateEnabled ( int surface ) #

Updates enabled.

Arguments

  • int surface - Surface number.

void updatePosition ( ) #

Updates a position.

void updateSurfaces ( ) const#

Updates all of the object surfaces.

void updateTransform ( ) #

Updates transformation.

void setUpdateDistanceLimit ( float distance ) #

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

Arguments

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

float getUpdateDistanceLimit ( ) #

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 (in units).

void setForceUpdate ( bool enabled ) #

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

Arguments

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

bool isForceUpdate ( ) #

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

Return value

true if the object is constantly updated each frame; otherwise, false
Last update: 2022-10-10
Build: ()