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
资产工作流程
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
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
内容优化
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Unigine::Plugins::IG::ComponentBaseInterface Class

Warning
The functionality described in this article is not available in the Community SDK edition.
You should upgrade to Sim SDK edition to use it.
Header: #include <plugins/UnigineIG.h>

All components that are required to work in IG should be inherited from this class. Its methods saveState() and restoreState() are used only for ExtraSlaves that are connected not from the very beginning and have to start somewhere in the middle of simulation. These methods should be overriden for synchronization between the Syncker channels.

Usage Example#

The WaterDropAircraftController component described here illustrates the use of saveState() and restoreState(): if Master has already discharged a certain portion of water and then a Slave is connected, the Slave won't discharge the total volume again — Master saves the current payload and sends it to the Slave, and the Slave discharges only the remaining volume of water.

Source code (C++)
// WaterDropAircraftController.cpp

/.../

void WaterDropAircraftController::saveState(const BlobPtr &blob)
{
	// master logic 
	// when new slave is connected
	blob->writeBool(open > 0);
	blob->writeFloat(normalize_flow);
	blob->writeFloat(current_payload);
}

void WaterDropAircraftController::restoreState(const BlobPtr &blob)
{
	// slave logic
	// new slave received these parameters
	open = blob->readBool();
	normalize_flow = blob->readFloat();
	current_payload = blob->readFloat();
}

The complete WaterDropAircraftController component code is provided here.

ComponentBaseInterface Class

Members


void saveState ( const BlobPtr & blob ) #

Saves the state of the component. Is used in code writing the component data to be synchronized to a blob on the Master. This method is used for synchronization of ExtraSlaves that are connected after the simulation has started and is triggered once at the Slave connection. Here's an example from the WaterDropAircraftController component:

Source code (C++)
void WaterDropAircraftController::saveState(const BlobPtr &blob)
{
	// master logic 
	// when new slave is connected
	blob->writeBool(open > 0);
	blob->writeFloat(normalize_flow);
	blob->writeFloat(current_payload);
}

Arguments

  • const BlobPtr & blob - Target Blob to which the current component data (its internal state, any parameters, commands, etc.) is to be saved.

void restoreState ( const BlobPtr & blob ) #

Restores the state of the component. Is used in code reading the data from the blob on Slaves. This method is used for synchronization of ExtraSlaves that are connected after the simulation has started and is triggered once at the Slave connection. Here's an example from the WaterDropAircraftController component:

Source code (C++)
void WaterDropAircraftController::restoreState(const BlobPtr &blob)
{
	// slave logic
	// new slave received these parameters
	open = blob->readBool();
	normalize_flow = blob->readFloat();
	current_payload = blob->readFloat();
}

Arguments

  • const BlobPtr & blob - Source Blob from which the current component data (its internal state, any parameters, commands, etc.) is to be loaded.
Last update: 2022-02-04
Build: ()