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#
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
Objects-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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

Creating C++ Application

A UNIGINE-based application can be implemented by means of C++ only, without using UnigineScript.

This article describes how to add logic to your project by using the C++ language. Code written in C++ is the same for all supported platforms: Windows and Linux. The difference is in the way of compiling the project.

See also#

  • Articles in the Development for Different Platforms section to learn more on how to prepare the development environment, install the UNIGINE SDK and build the application for different platforms.
  • Examples located in the <UnigineSDK>/source/samples/Api and <UnigineSDK>/source/samples/App folders.

Creating Empty C++ Application#

It is very easy to start your own C++ project by using UNIGINE SDK Browser:

  1. Open the UNIGINE SDK Browser.
  2. Go to the Projects tab and click CREATE NEW.
  3. Specify the following parameters:
    • Project name — specify the name of your project.
    • Location — specify the path to your project folder.
    • SDK — choose the UNIGINE SDK edition.
    • API+IDE — choose C++ to start working with the C++ API.

      This parameter depends on a platform:

      • On Windows, you can create C++ Visual Studio 2015 project.
      • On Linux you can create C++ GNU make project.

      You can also can create C++ CMake project

    • Precision - specify the precision. In this example we will use double precision.
    Notice
    Read more about these parameters in this article
  4. Click the Create New Project button. The project will appear in the projects list.

You can run your project by clicking the Run button.

Notice
By default, in the world script file a WorldLight and a PlayerSpectator are created. You can leave functions of the world script empty, and create your own lights and players by using C++.

Implementing C++ Logic#

In this section we will add logic to the empty C++ application project.

The following example shows how to rotate the material ball that was created by default in your project.

  1. If you created the C++ project for Visual Studio:

    1. Choose your C++ project in the UNIGINE SDK Browser and click the Open Code IDE button to open the project in IDE.

    If you created C++ GNU make project:

    1. On the created C++ project, click on the Other Actions button and then the Open Folder button.
      Other Actions button
      Open Folder button
    2. Go to the <YOUR PROJECT>\source\ folder and open the AppWorldLogic.cpp file with any plain text editor.
  2. Write (or copy) the following code in your project's AppWorldLogic.cpp file.
    Source code (C++)
    #include "AppWorldLogic.h"
    #include <UnigineWorld.h>
    #include <UnigineGame.h>
    
    using namespace Unigine;
    
    // define pointer to node
    NodePtr node;
    
    AppWorldLogic::AppWorldLogic() {
    	
    }
    
    AppWorldLogic::~AppWorldLogic() {
    	
    }
    
    int AppWorldLogic::init() {
    	// get the material ball node
    	node = World::getNodeByName("material_ball");
    	return 1;
    }
    
    int AppWorldLogic::shutdown() {
    	return 1;
    }
    
    int AppWorldLogic::update() {
    	// get the frame duration
    	float ifps = Game::getIFps();
    
    	// set the angle of rotation
    	double angle = ifps * 90.0f;
    
    	// set the angle to the transformation matrix
    	Unigine::Math::Mat4 transform = node->getTransform();
    	transform.setRotateZ(angle);
    
    	// set new transformation to the node
    	node->setTransform(node->getTransform() * transform);
    
    	return 1;
    }
    
    int AppWorldLogic::postUpdate() {
    	return 1;
    }
    
    int AppWorldLogic::updatePhysics() {
    	return 1;
    }
    
    int AppWorldLogic::save(const Unigine::StreamPtr &stream) {
    	UNIGINE_UNUSED(stream);
    	return 1;
    }
    
    int AppWorldLogic::restore(const Unigine::StreamPtr &stream) {
    	UNIGINE_UNUSED(stream);
    	return 1;
    }
  3. If you use Visual Studio, do the following:

    1. Before compiling your code, check that the appropriate platform and configuration settings for your project are set correctly.
    2. Build your project by clicking Build -> Build Solution in Visual Studio.
    3. Start your project by clicking Debug -> Start in a proper mode in Visual Studio.

    If you created a GNU Make project:

    1. Execute the make command in the terminal to compile the application.
      Shell commands
      make
    2. Launch the application by using the run script.
Notice
To run the debug version of your project from SDK Browser, enable the Debug mode in Customize Run Options.
Last update: 2021-12-13
Build: ()