This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Landscape Tool
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
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
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

ObjectExternBase 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 UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.
Inherits from: Base

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

ObjectExternBase Class

Members


int getClassID ( ) #

Returns a unique class ID.

Return value

Unique class ID.

int getCollision ( Vec3 p0, Vec3 p1, Vector<int>& surfaces ) #

Spatial collision with the bounding box.

Arguments

  • Vec3 p0 - Coordinates of the start point of the line.
  • Vec3 p1 - Coordinates of the end point of the line.
  • Vector<int>& surfaces - Return array with surface numbers.

Return value

Returns 1 if the array of surfaces is not empty.

int getCollision ( BoundBox bb, Vector<int>& surfaces ) #

Spatial collision with the bounding box.

Arguments

  • BoundBox bb - Bounding box.
  • Vector<int>& surfaces - Return array with surface numbers.

Return value

Returns 1 if the array of surfaces is not empty.

int getIntersection ( Vec3 p0, Vec3 p1, Vec3 * ret_point, vec3 * ret_normal, vec4 * ret_texcoord, int * ret_index, int * ret_instance, int surface ) #

Returns a value indicating that the line intersects the object surface.

Arguments

  • Vec3 p0 - Coordinates of the start point of the line.
  • Vec3 p1 - Coordinates of the end point of the line.
  • Vec3 * ret_point - Intersection point coordinates. Pass NULL if this parameter is not required.
  • vec3 * ret_normal - Intersection normal vector. Pass NULL if this parameter is not required.
  • vec4 * ret_texcoord - Intersection texture coordinates. Pass NULL if this parameter is not required.
  • int * ret_index - Intersected triangle number. Pass NULL if this parameter is not required.
  • int * ret_instance - Intersected instance number. Pass NULL if this parameter is not required.
  • int surface - Surface number.

Return value

Returns 1 if the intersection occurs.

Node getNode ( ) #

Returns the Node smart pointer.

Return value

Node smart pointer.

int getNumSurfaces ( ) #

Returns the number of object surfaces.

Return value

The number of object surfaces.

int getNumTriangles ( int surface ) #

Returns the number of triangles.

Arguments

  • int surface - Surface number.

Return value

Returns the number of triangles.

Object getObject ( ) #

Returns the Object smart pointer.

Return value

Object smart pointer.

ObjectExtern getObjectExtern ( ) #

Returns the ObjectExtern smart pointer.

Return value

ObjectExtern smart pointer.

int getOrder ( Vec3 camera, int surface ) #

Returns the rendering order with respect to the camera position.

Arguments

  • Vec3 camera - World camera position.
  • int surface - Surface number.

Return value

Surface rendering order.

int getRandomPoint ( vec3 & ret_point, vec3 & ret_normal, vec3 & ret_velocity, int surface ) #

Returns a random point from a surface.

Arguments

  • vec3 & ret_point - Random point coordinates.
  • vec3 & ret_normal - Random normal vector.
  • vec3 & ret_velocity - Random velocity vector.
  • int surface - Surface number.

Return value

Returns 1 if the random point is valid.

int getResource ( int surface ) #

Returns the unique render resource identifier.

Arguments

  • int surface - Surface number.

Return value

Surface resource identifier.

int getSequence ( Vec3 camera, int surface ) #

Returns the rendering sequence with respect to the camera position.

Arguments

  • Vec3 camera - World camera position.
  • int surface - Surface number.

Return value

Surface rendering sequence.

string getSurfaceName ( int surface ) #

Returns the object surface name.

Arguments

  • int surface - Surface number.

Return value

Surface name.

float getTransparentDistance ( Vec3 camera, int surface ) #

Returns the transparent rendering distance.

Arguments

  • Vec3 camera - World camera position.
  • int surface - Surface number.

Return value

Surface rendering distance.

void create ( int surface ) #

Renders a create function.

Arguments

  • int surface - Surface number.

int findSurface ( string name ) #

Returns the number of the object surface by its name.

Arguments

  • string name - Surface name.

Return value

Surface number.

int hasCreate ( ) #

Returns a value indicating that the object has a create function.

Return value

Returns 1 if the object has a create function.

int hasLods ( ) #

Returns a value indicating if the object has LODs.

Return value

Returns 1 if the object has surface LODs.

int hasRender ( ) #

Returns a value indicating that the object has a render function.

Return value

Returns 1 if the object has a render function.

int hasShadow ( ) #

Returns a value indicating that the object has a shadow function.

Return value

Returns 1 if the object has a shadow function.

int loadWorld ( Xml xml ) #

Loads an object state from the Xml.

Arguments

  • Xml xml - Xml smart pointer.

Return value

Returns 1 if the object state was successfully loaded; otherwise, 0 is returned.

void preRender ( float ifps ) #

Pre-render function, i.e. after the update() and before the render() function.

Arguments

  • float ifps - Inverse FPS value.

void render ( int pass, int surface ) #

Renders the render function.

Arguments

  • int pass - Rendering pass.
  • int surface - Surface number.

void renderHandler ( ) #

Renders the handler.

void renderShadow ( int pass, int surface ) #

Renders render function.

Arguments

  • int pass - Rendering pass.
  • int surface - Surface number.

void renderVisualizer ( ) #

Renders the visualizer.
Notice
You should enable the engine visualizer by the show_visualizer 1 console command.

void resizeSurfaces ( ) #

Resizes all of the object surfaces.

int saveState ( Stream stream ) #

Saves an object 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:

Source code (UnigineScript)
// initialize a node and set its state
//...//

// save state
Blob blob_state = new Blob();
object.saveState(blob_state);

// change state
//...//

// restore state
blob_state.seekSet(0); // returning the carriage to the start of the blob
object.restoreState(blob_state);

Arguments

  • Stream stream - Stream smart pointer.

Return value

1 on success; otherwise, 0.

int restoreState ( Stream stream ) #

Restores an object state from the stream.

Restoring from the stream requires creating a blob to save into and saving the state using the saveState() method:

Source code (UnigineScript)
// initialize a node and set its state
//...//

// save state
Blob blob_state = new Blob();
object.saveState(blob_state);

// change state
//...//

// restore state
blob_state.seekSet(0); // returning the carriage to the start of the blob
object.restoreState(blob_state);

Arguments

  • Stream stream - Stream smart pointer.

Return value

1 on success; otherwise, 0.

int saveWorld ( Xml xml ) #

Saves an object state into the Xml.

Arguments

  • Xml xml - Xml smart pointer.

Return value

Returns 1 if the object state was successfully saved; otherwise, 0 is returned.

void update ( float ifps ) #

Update function.

Arguments

  • float ifps - Inverse FPS value.

void updateEnabled ( ) #

Updates enabled.

void updateEnabled ( int surface ) #

Updates enabled.

Arguments

  • int surface - Surface number.

void updatePosition ( ) #

Updates a position.

void updateSurfaces ( ) #

Updates all of the object surfaces.

void updateTransform ( ) #

Updates transformation.

void setUpdateDistanceLimit ( float distance ) #

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

Arguments

  • float distance - Distance from the camera within which the object should be updated (in units).

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 (in units).

void setForceUpdate ( bool enabled ) #

Sets a value indicating if the object should be constantly updated each frame, regardless of the update distance.

Arguments

  • bool enabled - true to enable forced updating for the object; false - to disable forced updating and take the update distance into account.

bool isForceUpdate ( ) #

Returns a value indicating if the object should be constantly updated each frame, regardless of the update distance.

Return value

true if the object is constantly updated each frame; otherwise, false
Last update: 2021-12-13
Build: ()