IG::ManagerInterface Class
Header: | #include <IGInterface.h> |
ManagerInterface Class
Members
const char * getConfigPath ( ) #
Returns the path to the IG configuration file (ig_config.xml).Return value
Path to the IG configuration file (ig_config.xml).bool loadDatabase ( int datatbase_id ) #
Loads the database with the specified ID and sets it to be used.Arguments
- int datatbase_id - ID of the database to be used.
Return value
true means that the database with the specified ID is loaded successfully; otherwise, false.int getDatabaseID ( ) #
Returns the ID of the database currently used.Return value
ID of the database currently used.bool isDatabaseLoaded ( ) #
Returns a value indicating if any database is currently loaded.Return value
true if any database is currently loaded; otherwise, false.ISkyMap * getSkyMap ( ) #
Returns the interface of the sky map.Return value
Sky map interface.IMeteo * getMeteo ( ) #
Returns the meteo interface.Return value
Meteo interface.ISymbolsController * getSymbolsController ( ) #
Returns the interface of the symbols controller.Return value
Symbols controller interface.ILightController * getLightController ( ) #
Returns the interface of the light controller.Return value
Light controller interface.void setCoordinateSystem ( int coord_system ) #
Sets the specified coordinate system to be used.Arguments
- int coord_system - Coordinate system to be set. One of the COORDINATE_SYSTEM::* values.
int getCoordinateSystem ( ) #
Returns the currently used coordinate system.Return value
Coordinate system currently used.IConverter * getConverter ( ) #
Returns the converter interface.Return value
Converter interface.IView * getView ( int view_id ) #
Returns the interface of the specified view.The specified view will be created, if it doesn't exist yet.
Arguments
- int view_id - ID of the view.
Return value
Pointer to the view interface.IViewGroup * getViewGroup ( int group_id ) #
Returns the interface of the specified view group.The specified view group will be created, if it doesn't exist yet.
Arguments
- int group_id - ID of the view group.
Return value
Pointer to the view group interface.IEntity * getEntity ( int entity_id ) #
Returns the interface of the specified entity.The specified entity will be created, if it doesn't exist yet.
Arguments
- int entity_id - ID of the entity.
Return value
Pointer to the entity interface.int isEntity ( int entity_id ) #
Returns a value indicating if an entity with the specified ID exists.Arguments
- int entity_id - ID of the entity.
Return value
1 if an entity with the specified ID exists; otherwise, 0.IEntity * findEntity ( const Unigine::NodePtr & node ) #
Returns the interface of the entity represented by the specified node.Arguments
- const Unigine::NodePtr & node - Node for which an entity is to be found.
Return value
Pointer to the entity interface.int findEntityType ( const char * type_name ) #
Returns the entity type ID by its name.Entity type IDs are defined in the entity definition section of the IG configuration file.
Arguments
- const char * type_name - Entity type name.
Return value
Entity type ID.int findComponentID ( int entity_type, const char * name ) #
Returns the ID of the component with the given name, which belongs to the specified entity type.Arguments
- int entity_type - Entity type ID.
Entity type IDs are defined in the entity definition section of the IG configuration file.
- const char * name - Component name.
Return value
Component ID.void setPlayer ( int view_id ) #
Sets the view with the given ID as a current one.Arguments
- int view_id - ID of the view to be set.
void setInterpolation ( int enabled ) #
Sets a value indicating if interpolation and extrapolation should be enabled for the IG.Arguments
- int enabled - 1 to enable interpolation and extrapolation for the IG; 0 - to disable.
int isInterpolation ( ) #
Returns a value indicating if interpolation and extrapolation are enabled for the IG.Return value
1 if interpolation and extrapolation are enabled for the IG; otherwise, 0.void setInterpolationLerp ( int enabled ) #
Sets a value indicating if interpolation between the current and previous frames should be enabled for the IG to tackle the problem of lost packets between the IG and hosts.Arguments
- int enabled - 1 to enable interpolation between the current and previous frames for the IG; 0 - to disable.
int isInterpolationLerp ( ) #
Returns a value indicating if interpolation between the current and previous frames is enabled for the IG to tackle the problem of lost packets between the IG and hosts.Return value
1 if interpolation between the current and previous frames is enabled for the IG; otherwise, 0.void setInterpolationTime ( double current_time ) #
Sets the interpolation time value for the IG.Arguments
- double current_time - Current interpolation time value, in seconds.
double getInterpolationTime ( ) #
Returns the current interpolation time value for the IG.Return value
Interpolation time value, in seconds.void setInterpolationPeriod ( double period ) #
Sets the interpolation period value for the IG.Arguments
- double period - Interpolation period value, in seconds. The default value is 0.04.
double getInterpolationPeriod ( ) #
Returns the current interpolation period value for the IG.Return value
Interpolation period value, in seconds. The default value is 0.04.void setExtrapolationPeriod ( double period ) #
Sets the extrapolation period value for the IG.Arguments
- double period - Extrapolation period value, in seconds. The default value is 0.04.
int getExtrapolationPeriod ( ) #
Returns the current extrapolation period value for the IG.Return value
Extrapolation period value, in seconds. The default value is 0.2.void setInterpolationLerpFactor ( double current_time ) #
Sets the interpolation lerp factor value for the IG. The lower the value the smoother movement will be, but it will feel like objects move underwater or in a jelly, higher values result in higher positioning accuracy (objects positions will be closer to actual ones for the current frame), but objects will move with a noticeable jitter.Frame-to-frame interpolation mode must be enabled.
Arguments
- double current_time - Current interpolation lerp factor value, in seconds.
double getInterpolationLerpFactor ( ) #
Returns the current interpolation lerp factor value for the IG. The lower the value the smoother movement will be, but it will feel like objects move underwater or in a jelly, higher values result in higher positioning accuracy (objects positions will be closer to actual ones for the current frame), but objects will move with a noticeable jitter.Frame-to-frame interpolation mode must be enabled.
Return value
Interpolation lerp factor value.const Unigine::ObjectTerrainGlobalPtr & getTerrain ( ) #
Returns the currently used terrain object.Return value
Currently used terrain object.const Unigine::GeodeticPivotPtr & getGeodeticPivot ( ) #
Returns the geodetic pivot used to curve the terrain.Return value
Current geodetic pivot used to curve the terrain.Unigine::Syncker::MasterInterface * getSynckerMaster ( ) #
Returns the Syncker Master Interface.Return value
Pointer to the Syncker::MasterInterface interface.int getCurrentDatabaseID ( ) #
Returns the identifier of the currently loaded world database stored in the IG configuration file (ig_config.xml).Return value
Identifier of the world database, or 0, if no world is loaded.int getDatabaseID ( const char * world_name ) #
Returns the identifier of the world database with the specified name stored in the IG configuration file (ig_config.xml).Arguments
- const char * world_name - World database name.
Return value
Identifier of the specified world database, or 0, if no world is loaded.const char * getDatabaseName ( int id ) #
Returns the name of the world database stored in the IG configuration file (ig_config.xml).Arguments
- int id - Identifier of the world database.
Return value
The world database name.int64_t getEntityType ( uint8_t kind, uint8_t domain, uint16_t country, uint8_t cat, uint8_t subcat, uint8_t spec, uint8_t extra ) #
Returns the entity type identifier based on the given arguments.Arguments
- uint8_t kind - Entity kind
- uint8_t domain - Domain
- uint16_t country - Country
- uint8_t cat - Category
- uint8_t subcat - Sub Category
- uint8_t spec - Specific
- uint8_t extra - Extra
Return value
Entity type identifierbool checkEntityType ( int64_t entity_type ) #
Checks if the given entity type is supported by IG.Arguments
- int64_t entity_type - Entity type identifier
Return value
1, if the given entity type is supported, otherwise 0.int findArticulatedPartID ( int entity_type, const char * name ) #
Returns the identifier of an articulated part by its name and the type of the entity it belongs to, stored in the IG configuration file (ig_config.xml).Arguments
- int entity_type - Entity type indicated in the IG configuration file (ig_config.xml).
- const char * name - Name of an articulated part indicated in the IG configuration file (ig_config.xml).
Return value
Identifier of an articulated part.int isTerrainCurved ( ) #
Check if the terrain is curved.Return value
1, if the terrain is curved, otherwise 0.void setTerrainIntersectionMask ( int mask ) #
Sets the intersection mask that is used to define the ground/landing surface.Arguments
- int mask - Intersection mask.
int getTerrainIntersectionMask ( ) #
Returns the intersection mask that is used to define the ground/landing surface.Return value
Intersection mask.bool getHatHot ( const Vec3 & geo_position, vec3 & ret_normal, double & ret_hat, double & ret_hot, int & ret_material_code ) #
Checks if there is anything in the given geodetic position and returns HAT/HOT, surface normal of the terrain and code of the terrain material to the corresponding values.Arguments
- const Vec3 & geo_position - Geodetic position.
- vec3 & ret_normal - Address for the return value of the surface normal.
- double & ret_hat - Address for the return HAT value.
- double & ret_hot - Address for the return HOT value.
- int & ret_material_code - Address for the return material code of the terrain.
Return value
1, if there is anything in the given geodetic position, otherwise 0.bool getIntersection ( const Vec3 & p0, const Vec3 & p1, int mask, Unigine::Vector<IGIntersection> & ret ) #
Checks if the ray with set points intersects with anything.Arguments
- const Vec3 & p0 - Ray origin.
- const Vec3 & p1 - Point along the ray.
- int mask - Intersection mask.
- Unigine::Vector<IGIntersection> & ret - Vector containing information on intersections.
Return value
1, if the ray intersects with anything, otherwise 0.IWater * getWater ( ) #
Returns the interface of the water control.Return value
Water control interface.void setSynckerInitCallback ( CallbackBase * func ) #
Sets the callback function that is executed as soon as Syncker is initialized.Arguments
- CallbackBase * func - Callback function
void setCollisionVolumeDetectionCallback ( CallbackBase * func ) #
Sets the callback function that is executed as soon as intersection with the collision volume is detected.Arguments
- CallbackBase * func - Callback function
void setCollisionSegmentDetectionCallback ( CallbackBase * func ) #
Sets the callback function that is executed as soon as intersection with the collision segment is detected.Arguments
- CallbackBase * func - Callback function
Last update:
2019-08-16
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