Unigine.WorldExternBase Class
Inherits from: | Base |
WorldExternBase Class
Members
int GetClassID ( ) #
Returns a unique class ID.Return value
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.You should enable the engine visualizer by the show_visualizer 1 console command.
bool SaveState ( 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:
// initialize a node and set its state
//...//
// save state
Blob blob_state = new Blob();
worldExtern1.SaveState(blob_state);
// change the node state
//...//
// restore state
blob_state.SeekSet(0); // returning the carriage to the start of the blob
worldExtern1.RestoreState(blob_state);
Arguments
- Stream stream - Stream smart pointer.
Return value
true on success; otherwise, false.bool RestoreState ( 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:
// initialize a node and set its state
//...//
// save state
Blob blob_state = new Blob();
worldExtern1.SaveState(blob_state);
// change the node state
//...//
// restore state
blob_state.SeekSet(0); // returning the carriage to the start of the blob
worldExtern1.RestoreState(blob_state);
Arguments
- Stream stream - Stream smart pointer.
Return value
true on success; otherwise, false.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 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, falseLast update:
2024-12-13
Help improve this article
Was this article helpful?
(or select a word/phrase and press Ctrl+Enter)