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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
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Unigine::WorldExpression Class

Header: #include <UnigineWorlds.h>
Inherits: Node

This class is used to create a world expression, that executes an arbitrary expression. An expression can be executed for the other nodes if they are assigned as child nodes of WorldExpression. The child nodes will inherit transformations (if any) of the world expression and will be transformed relative to the pivot point of WorldExpression.

See Also#

A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/worlds/ folder:

  • expression_00
  • expression_01
  • expression_02
  • expression_03
  • expression_04
  • expression_05

WorldExpression Class

Members


static WorldExpressionPtr create ( ) #

Constructor. Creates an arbitrary expression to be executed.

int isCompiled ( ) #

Returns a value indicating if the given expression has been compiled. It is automatically called on world load or after setExpression() is used.

Return value

1 if the expression has been compiled; otherwise, 0.

int setExpression ( const char * src ) #

Sets the arbitrary expression to be executed.
Notice
The expression passed as an argument must be wrapped with curly braces {} as they define the world expression scope.

Arguments

  • const char * src - An executable expression.

Return value

The expression number.

const char * getExpression ( ) #

Returns the executable expression.

Return value

The executable expression.

int isFunction ( const char * name, int num_args ) #

Returns a value indicating if the given world expression has the function with specified name and number of arguments.

Arguments

  • const char * name - The name of the function.
  • int num_args - The number of arguments.

Return value

1 if the expression exists; otherwise, 0.

void setIFps ( float ifps ) #

Sets a constant frame duration used to execute the expression. It can be used to decrease the frame rate to get higher performance. 0 means that the expression is executed at the same frame rate as the main application window.

Arguments

  • float ifps - Frame duration (inverse FPS) in seconds (1/FPS). If a too small value is provided, 1E-6 will be used instead.

float getIFps ( ) #

Returns the current constant frame duration used to execute the expression. 0 means that the expression is executed at the same frame rate as the main application window.

Return value

Frame duration (inverse FPS) in seconds (1/FPS).

static int type ( ) #

Returns the type of the node.

Return value

World type identifier.

int setExpressionName ( const char * name ) #

Loads an expression from the given file.

Arguments

  • const char * name - Expression file name.

Return value

1 if the expression is successfully loaded from the given file; otherwise, 0.

const char * getExpressionName ( ) #

Returns the name of the expression file.

Return value

Expression file name.

void setUpdateDistanceLimit ( float limit ) #

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

Arguments

  • float limit - Distance from the camera within which the object should be updated.

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.
Last update: 2020-04-10
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