This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
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
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Animations-Related Classes
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
VR-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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

Unigine::WorldExternBase Class

Header: #include <UnigineWorld.h>
Inherits from: Base

Unigine Base WorldExtern class.

WorldExternBase Class

Members


int getClassID ( ) #

Returns a unique class ID.

Return value

Unique class ID.

Ptr<Node> getNode ( ) const#

Returns the Node smart pointer.

Return value

Node smart pointer.

Ptr<WorldExtern> getWorldExtern ( ) const#

Returns the WorldExtern smart pointer.

Return value

WorldExtern smart pointer.

int loadWorld ( const Ptr<Xml> & xml ) #

Loads a world state from the Xml.

Arguments

  • const Ptr<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.

bool saveState ( const Ptr<Stream> & stream ) #

Saves a world 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 (C++)
// initialize a node and set its state
//...//

// save state
BlobPtr blob_state = Blob::create();
worldExtern1->saveState(blob_state);

// change state
//...//

// restore state
blob_state->seekSet(0);				// returning the carriage to the start of the blob
worldExtern1->restoreState(blob_state);

Arguments

  • const Ptr<Stream> & stream - Stream smart pointer.

Return value

true on success; otherwise, false.

bool restoreState ( const Ptr<Stream> & stream ) #

Restores a world 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 (C++)
// initialize a node and set its state
//...//

// save state
BlobPtr blob_state = Blob::create();
worldExtern1->saveState(blob_state);

// change state
//...//

// restore state
blob_state->seekSet(0);				// returning the carriage to the start of the blob
worldExtern1->restoreState(blob_state);

Arguments

  • const Ptr<Stream> & stream - Stream smart pointer.

Return value

true on success; otherwise, false.

int saveWorld ( const Ptr<Xml> & xml ) #

Saves a world state into the Xml.

Arguments

  • const Ptr<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 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: 2024-04-19
Build: ()