This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
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
VR Development
Double Precision Coordinates
API
Animations-Related Classes
Containers
Common Functionality
Controls-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 This version of documentation is OUTDATED, as it describes an older SDK version!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::Game Class

Header: #include <UnigineGame.h>

This class contains functions to control the game logic of the application. It provides functionality for:

  • Assigning a player to the Engine Camera viewport.
  • Pausing, speeding up and slowing down rendering, physics or game logic.

Usage Example#

The example below creates a PlayerSpectator and sets it as the active Engine Camera. The player is rotated around Y axis with the specified speed, which is set via setScale():

  • Pressing F slows down the game logic, so player's rotation slows down too.
  • Pressing G speeds up the game logic and, therefore, player's rotation.
Source code (C++)
#include "AppWorldLogic.h"
#include <UniginePlayers.h>
#include <UnigineGame.h>

using namespace Unigine;
using namespace Math;

	// declare a PlayerSpectator pointer
	PlayerSpectatorPtr player;

int AppWorldLogic::init()
{

	// create a new PlayerSpectator instance
	player = PlayerSpectator::create();

	// set necessary parameters: FOV, ZNear, ZFar, view direction vector and position.
	player->setFov(90.0f);
	player->setZNear(0.1f);
	player->setZFar(10000.0f);
	player->setViewDirection(vec3(0.0f, 1.0f, 0.0f));
	player->setWorldPosition(Vec3(-1.6f, -1.7f, 1.7f));

	// set the player to the Game singleton instance
	Game::setPlayer(player);

	return 1;
}

int AppWorldLogic::update()
{

	// slow down the game logic
	if (Input::isKeyDown(Input::KEY_F)) {
		Game::setScale(Game::getScale() / 2);
		Log::message("Game logic speed has been decreased. Frame duration is %f seconds\n", Game::getIFps());
	}

	// speed up the game logic
	if (Input::isKeyDown(Input::KEY_G)) {
		Game::setScale(Game::getScale() * 2);
		Log::message("Game logic speed has been increased. Frame duration is %f seconds\n", Game::getIFps());
	}

	// rotate the player 45 degrees per second around Y axis 
	player->setWorldRotation(player->getWorldRotation() * quat(0.0f, 1.0f, 0.0f, 45.0f * Game::getIFps()));

	return 1;
}

int AppWorldLogic::shutdown()
{

	// clear the pointer
	player.clear();

	return 1;
}

See Also#

  • The article on the GameIntersection class as a usage example of game intersections
  • A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/systems/ folder:
    • noise_00
    • random_00

Game Class

Members


void setData ( const char * data ) #

Sets user data associated with the game logic. This string is written directly into a *.world file. Namely, into the data child tag of the game tag, for example:
Source code (XML)
<?xml version="1.0" encoding="utf-8"?>
<world version="2.16.0.2">

	<game>
		<data>User data</data>
	</game>

</world>

Arguments

  • const char * data - User data. Data can contain an XML formatted string.

const char * getData ( ) const#

Returns user data associated with the game logic. This string is written directly into a *.world file. Namely, into the data child tag of the game tag, for example:
Source code (XML)
<?xml version="1.0" encoding="utf-8"?>
<world version="2.16.0.2">

	<game>
		<data>User data</data>
	</game>

</world>

Return value

User data. Data can contain an XML formatted string.

void setEnabled ( bool enabled ) #

Pauses or resumes the game logic.

Arguments

  • bool enabled - 1 to resume the game logic, 0 to pause it.

bool isEnabled ( ) const#

Returns a value indicating if the game is paused or not.

Return value

1 if the game logic is not paused; otherwise, 0.

void setFrame ( int frame ) #

Sets the game frame with the given number as the current one.

Arguments

  • int frame - Frame number.

int getFrame ( ) const#

Returns the number of the current game frame.
Source code (C++)
// get the current game frame
int loading_frames = Game::getFrame();
// perform asynchronous nodes loading
// ...
// calculate the number of game frames required for nodes loading
loading_frames = Game::getFrame() - loading_frames;

Return value

Frame number.

void setIFps ( float ifps ) #

Sets the scaled inverse FPS value (the time in seconds it took to complete the last frame). This function sets a fixed FPS that does not depend on the real FPS the hardware is capable of. That is, it forces constant frame time increments between rendered frames, used for animation/expression update etc. To remove the FPS limitation, use -1.

The function is useful when grabbing the video reel with a fixed FPS value (for example, 25 frames per second).

Arguments

  • float ifps - Inverse FPS value (1/FPS) in seconds.-1 removes the FPS limitation.

float getIFps ( ) const#

Returns the scaled inverse FPS value (the time in seconds it took to complete the last frame). This value does not depend on the real FPS the hardware is capable of. -1 means no Inverse FPS value is set.
Source code (C++)
NodePtr node;
// ...
// get an inverse FPS value
float ifps = Game::getIFps();

// move the node up by 0.1 unit every second instead of every frame
node->worldTranslate(Math::Vec3(0.0f, 0.0f, 0.1f * ifps));

Return value

Scaled inverse FPS value (1/FPS) in seconds. If the game is paused, 0 is returned.

Ptr<Obstacle> getIntersection ( Vec3 p0, Vec3 p1, float radius, int mask, const Vector<Ptr<Node>> & exclude, Math::Vec3 * OUT_intersection ) #

Performs intersection to find if a pathfinding Obstacle is located within the cylinder between two points. The specified obstacles will be ignored.
Notice
World space coordinates are used for this function.

Arguments

  • Vec3 p0 - Start point.
  • Vec3 p1 - End point.
  • float radius - Radius of the intersection cylinder.
  • int mask - Obstacle intersection mask. The obstacle is ignored if its mask does not match.
  • const Vector<Ptr<Node>> & exclude - Array with excluded obstacles. These obstacle nodes are ignored when performing intersection.
  • Math::Vec3 * OUT_intersection - Intersection point.
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.

Return value

Intersected obstacle.

Ptr<Obstacle> getIntersection ( Vec3 p0, Vec3 p1, float radius, int mask, const Ptr<GameIntersection> & intersection ) #

Performs intersection to find if a pathfinding obstacle is located within the cylinder between two points.

Notice
World space coordinates are used for this function.

The following example shows how you can get the intersection point (vec3) of the cylinder between two points with an obstacle. In this example we specify a cylinder from the point of the camera (vec3 p0) to the point of the mouse pointer (vec3 p1) with the specified radius. The executing sequence is the following:

  1. Define and initialize two points (p0 and p1) by using the Player::getDirectionFromScreen().
  2. Create an instance of the GameIntersection class to get the intersection point coordinates.
  3. Check, if there is an intersection with an obstacle. The Game::getIntersection() function returns an intersected obstacle when the obstacle appears in the area of the cylinder.
  4. After that GameIntersection instance gets the point of the nearest intersection point and you can get it by using the getPoint() function.
Source code (C++)
/* ... */
// initialize points of the mouse direction
Vec3 p0, p1;

// get the current player (camera)
PlayerPtr player = Game::getPlayer();
if (player.get() == NULL)
	return 0;

// get width and height of the current application window
ivec2 main_size = ivec2_one;

EngineWindowPtr main_window = WindowManager::getMainWindow();
if (!main_window)
	Engine::get()->quit();

main_size = main_window->getSize();

// get the current X and Y coordinates of the mouse pointer
int mouse_x = Input::getMousePosition().x - main_window->getPosition().x;
int mouse_y = Input::getMousePosition().y - main_window->getPosition().y;

// get the mouse direction from the player's position (p0) to the mouse cursor pointer (p1)
player->getDirectionFromScreen(p0, p1, 0, 0, mouse_x, mouse_y, main_size.x, main_size.y);

// create an instance of the GameIntersection class
GameIntersectionPtr intersection = GameIntersection::create();

// try to get the intersection with an obstacle
// cylinder has radius 1.5f, intersection mask equals to 1
ObstaclePtr obstacle = Game::getIntersection(p0, p1, 1.5f, 1, intersection);

// check if the intersection of mouse direction with any obstacle has occurred
if (obstacle)
{
	// show the coordinates of the intersection in console 
	Log::message("The intersection with the obstacle was here: (%f %f %f)\n", intersection->getPoint().x, intersection->getPoint().y, intersection->getPoint().z);
}
/* ... */

Arguments

  • Vec3 p0 - Start point.
  • Vec3 p1 - End point.
  • float radius - Radius of the intersection cylinder.
  • int mask - Obstacle intersection mask. The obstacle is ignored if its mask does not match.
  • const Ptr<GameIntersection> & intersection - GameIntersection class instance to put the result into.

Return value

Intersected obstacle.

float getNoise1 ( float pos, float size, int frequency ) const#

Returns a noise value calculated using a Perlin noise function.

Arguments

  • float pos - Float position.
  • float size - Size of the noise.
  • int frequency - Noise frequency.

Return value

Noise value.

float getNoise2 ( const Math::vec2 & pos, const Math::vec2 & size, int frequency ) const#

Returns a 2D noise value calculated using a Perlin noise function.

Arguments

  • const Math::vec2 & pos - vec2 point position.
  • const Math::vec2 & size - vec2 size of the noise.
  • int frequency - Noise frequency.

Return value

2D noise value.

float getNoise3 ( const Math::vec3 & pos, const Math::vec3 & size, int frequency ) const#

Returns a 3D noise value calculated using a Perlin noise function.

Arguments

  • const Math::vec3 & pos - vec3 point position.
  • const Math::vec3 & size - vec3 size of the noise.
  • int frequency - Noise frequency.

Return value

3D noise value.

void setPlayer ( const Ptr<Player> & player ) #

Assigns a new player to the Engine Camera viewport.
Source code (C++)
// create a new player
PlayerDummyPtr player = PlayerDummy::create();
// set necessary parameters
player->setFov(60.0f);
player->setWorldPosition(Math::Vec3(-1.0f, -1.0f, 1.0f));
// set the player to the Game singleton instance
Game::setPlayer(player);

Arguments

  • const Ptr<Player> & player - Player to set as a current one.

Ptr<Player> getPlayer ( ) const#

Returns the current player assigned to the Engine Camera viewport.
Source code (C++)
Vec3 p0, p1;

// get the current player (camera)
PlayerPtr player = Game::getPlayer();

if (player.get() == NULL)
	return 0;

// get width and height of the current application window
Math::ivec2 winsize = WindowManager::getMainWindow()->getSize();
int width = winsize.x;
int height = winsize.y;

// get the current X and Y coordinates of the mouse pointer
int mouse_x = Gui::getCurrent()->getMouseX();
int mouse_y = Gui::getCurrent()->getMouseY();

// get the mouse direction from the player's position (p0) to the mouse cursor pointer (p1)
player->getDirectionFromScreen(p0, p1, mouse_x, mouse_y, 0, 0, width, height);

Return value

Current player.

unsigned int getRandom ( ) const#

Returns a pseudo-random unsigned integer number.

Return value

Random unsigned integer number.

double getRandomDouble ( double from, double to ) #

Returns a pseudo-random double number within a given range (end-point not included).

Arguments

  • double from - The initial point of the range.
  • double to - The end point of the range.

Return value

Random double integer number.

float getRandomFloat ( float from, float to ) #

Returns a pseudo-random float number within a given range (end-point not included).

Arguments

  • float from - The initial point of the range.
  • float to - The end point of the range.

Return value

Random float number.

int getRandomInt ( int from, int to ) #

Returns a pseudo-random integer number within a given range (end-point not included).

Arguments

  • int from - The initial point of the range.
  • int to - The end point of the range.

Return value

Random integer number.

void setScale ( float scale ) #

Sets a value that is used to scale frame duration. It scales up or down the speed of rendering, physics and game logic. This function can be used to create effects of slow/accelerated motion.

For example, if the scale equals 2, the rate of simulation of all effects (such as particles) speeds up to two times faster. As for physics, in reality it will be simulated with the same fixed physics FPS, but the number of iterations will be two times higher. It is possible to scale the physics FPS separately via engine.physics.setScale() function.

This function scales the value set by the setIFps().

Arguments

  • float scale - Scaling factor. The provided values is clamped within the range [0;32].

float getScale ( ) const#

Returns a value used to scale the frame duration.

Return value

Value to scale the frame duration.

void setSeed ( int seed ) #

Sets the seed for pseudo-random number generator.

Arguments

  • int seed - Number used to initialize a pseudo-random sequence of numbers.

int getSeed ( ) const#

Returns the seed for pseudo-random number generator.

Return value

Number used to initialize a pseudo-random sequence of numbers.

void setTime ( float time ) #

Sets the time value for the game. The time is counted off starting from the world loading and does not take game pauses into account.

Arguments

  • float time - Time in seconds.

float getTime ( ) const#

Returns the current time spent in the game. It is counted off starting from the world loading and does not take game pauses into account.

Return value

Time in seconds.

void getMainPlayers ( const Vector< Ptr<Player> > & players ) #

Returns the array of pointers to players that are set as main players.

Arguments

Math::vec4 getRandomColor ( ) const#

Returns a random generated color vector: (R, G, B, A).

Return value

Four-component vec4 vector representing a color: (R, G, B, A).

void setPlayerListener ( const Ptr<Player> & listener ) #

Sets the player as listener.

Arguments

  • const Ptr<Player> & listener - Player to be set as listener.

Ptr<Player> getPlayerListener ( ) const#

Returns the player which is currently the listener.

Return value

The player that is set as listener.

void getListeners ( Vector< Ptr<Player> > & OUT_players ) #

Adds all potential listeners to the specified array.

Arguments

  • Vector< Ptr<Player> > & OUT_players - List to store potential listeners.
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.
Last update: 2023-12-19
Build: ()