This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
基础
专业(SIM)
UnigineEditor
界面概述
资源工作流程
版本控制
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
统一的Unigine着色器语言 UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
材质和着色器
Rebuilding the Engine Tools
GUI
双精度坐标
应用程序接口
Animations-Related Classes
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
VR-Related Classes
创建内容
内容优化
材质
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::WorldExternBase Class

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

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

Saves a world 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();
worldExtern1->saveState(blob_state);

// change state
//...//

// restore state
blob_state->seekSet(0);				// returning the carriage to the start of the blob
worldExtern1->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 a world 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();
worldExtern1->saveState(blob_state);

// change state
//...//

// restore state
blob_state->seekSet(0);				// returning the carriage to the start of the blob
worldExtern1->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 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 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: 2024-04-19
Build: ()