This page has been translated automatically.
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
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
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

WorldExternBase Class

Warning
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScipt (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.
Inherits: Base

The base class, from which the custom user-defined worlds are inherited.

WorldExternBase Class

Members


int getClassID ( ) #

Returns a unique class ID.

Return value

Returns a unique class ID.

Node getNode ( ) #

Returns the Node smart pointer.

Return value

Node smart pointer.

WorldExtern getWorldExtern ( ) #

Returns the WorldExtern smart pointer.

Return value

WorldExtern smart pointer.

int loadWorld ( Xml xml ) #

Loads a world state from the Xml.

Arguments

  • 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.

int restoreState ( Stream stream ) #

Restores a world state from the stream.

Arguments

  • Stream stream - Stream smart pointer.

Return value

1 if the world state was successfully restored; otherwise, 0.

int saveState ( Stream stream ) #

Saves a world state into the stream.

Arguments

  • Stream stream - Stream smart pointer.

Return value

1 if the world state was successfully saved; otherwise, 0.

int saveWorld ( Xml xml ) #

Saves a world state into the Xml.

Arguments

  • 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 updatePosition ( ) #

Updates a position of the external world.

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: 2020-08-06
Build: ()