Unigine::WorldExternBase Class
Header: | #include <UnigineWorld.h> |
Inherits from: | Base |
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
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.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:
// 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
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:
// 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
Return value
true on success; otherwise, false.int saveWorld ( const Ptr<Xml> & xml ) #
Saves a world state into the Xml.Arguments
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, falseLast update:
2024-12-13
Help improve this article
Was this article helpful?
(or select a word/phrase and press Ctrl+Enter)