NodeExternBase Class
Inherits: | Base |
The base class that is used to implement logic of custom user-defined nodes. The custom node class should be inherited from NodeExternBase.
Usage Example
To implement logic of a custom node, perform as follows:
- Inherit your custom node class from NodeExternBase.
- Implement constructors, desctructor and all required methods.
- Register the class via addClassID().
- (Optional) If required, export the class and its functions to UnigineScript.
MyNode.h contains implementation of the custom MyNode class inherited from the NodeExternBase class.
#include <UnigineNodes.h>
using namespace Unigine;
// inherit a custom class from NodeExternBase
class MyNode : public NodeExternBase
{
public:
// constructors
MyNode();
MyNode(void *node);
// destructor
virtual ~MyNode();
// unique class ID
virtual int getClassID();
// save and restore the node state
virtual int saveState(const StreamPtr &stream);
virtual int restoreState(const StreamPtr &stream);
// save and restore the node pointer
static void savePointer(const StreamPtr &stream, MyNode *node);
static NodeExternBase *restorePointer(const StreamPtr &stream);
// set world transformation of the node
void setWorldTransform(const UNIGINE_MAT4 &transform);
};
MyNode.cpp contains implementation of MyNode's methods.
#include "MyNode.h"
// constructor with no arguments
MyNode::MyNode()
{
Log::warning("MyNode::MyNode(): called\n");
}
// constructor with 1 argument
MyNode::MyNode(void *node)
: NodeExternBase(node)
{
Log::warning("MyNode::MyNode(void*): called\n");
}
// destructor
MyNode::~MyNode()
{
Log::warning("MyNode::~MyNode(): called\n");
}
// returns the class ID of MyNode
int MyNode::getClassID()
{
return 1;
}
// save the node state
int MyNode::saveState(const StreamPtr &stream)
{
Log::warning("MyNode::saveState(): called\n");
return NodeExternBase::saveState(stream);
}
// restore the node state
int MyNode::restoreState(const StreamPtr &stream)
{
Log::warning("MyNode::restoreState(): called\n");
return NodeExternBase::restoreState(stream);
}
// save the node pointer
void MyNode::savePointer(const StreamPtr &stream, MyNode *node)
{
Log::warning("MyNode::savePointer(): called\n");
return NodeExternBase::savePointer(stream, node);
}
// restore the node pointer
NodeExternBase *MyNode::restorePointer(const StreamPtr &stream)
{
Log::warning("MyNode::restorePointer(): called\n");
return NodeExternBase::restorePointer(stream);
}
// set world transformation of the node
void MyNode::setWorldTransform(const UNIGINE_MAT4 &transform)
{
getNode()->setWorldTransform(transform);
Log::message("MyNode::setWorldTransform(): called\n");
}
In unigine_project.cpp the MyNode class is registered.
#include <UnigineEngine.h>
#include "AppSystemLogic.h"
#include "AppWorldLogic.h"
#include "AppEditorLogic.h"
#include "MyNode.h"
int main(int argc,char *argv[]) {
// register the MyNode class
NodeExternBase::addClassID<MyNode>(1);
Unigine::EnginePtr engine(UNIGINE_VERSION,argc,argv);
AppSystemLogic system_logic;
AppWorldLogic world_logic;
AppEditorLogic editor_logic;
engine->main(&system_logic,&world_logic,&editor_logic);
return 0;
}
In AppWorldLogic.cpp, approaches to work with the MyNode class are shown: you can directly create an instance of the MyNode class, or you can create an instance of the NodeExtern class by using MyNode's class ID. In both cases, an instance of the MyNode class is created.
#include "AppWorldLogic.h"
#include "MyNode.h"
int AppWorldLogic::init() {
// create a MyNode pointer directly
MyNode *my_node_0 = new MyNode();
// call a member function
my_node_0->setWorldTransform(Math::translate(Math::Vec3(0.5)));
// create a NodeExtern instance by MyNode's class ID
NodeExternPtr my_node_1 = NodeExtern::create(1);
// obtain the MyNode pointer
MyNode *my_node_2 = (MyNode*)my_node_1->getNodeExtern();
// call the MyNode member function
my_node_2->setWorldTransform(Math::translate(Math::Vec3(1.0)));
return 1;
}
MyNode::MyNode(): called
MyNode::setWorldTransform(): called
MyNode::MyNode(void*): called
MyNode::setWorldTransform(): called
MyNode::~MyNode(): called
Exporting to UnigineScript
To use the custom node on the UnigineScript side, export the class and its functions to UnigineScript.
unigine_project.cpp:
#include <UnigineEngine.h>
#include <UnigineInterface.h>
#include "AppSystemLogic.h"
#include "AppWorldLogic.h"
#include "AppEditorLogic.h"
#include "MyNode.h"
int main(int argc,char *argv[]) {
// register the MyNode class
NodeExternBase::addClassID<MyNode>(1);
// export the MyNode class
ExternClass<MyNode> *my_node = MakeExternClassSaveRestoreStatePointer<MyNode>();
my_node->addConstructor();
my_node->addFunction("grab", &MyNode::grab);
my_node->addFunction("release", &MyNode::release);
my_node->addFunction("getNode", &MyNode::getNode);
my_node->addFunction("setWorldTransform", &MyNode::setWorldTransform);
Interpreter::addExternClass("MyNode", my_node);
Unigine::EnginePtr engine(UNIGINE_VERSION,argc,argv);
AppSystemLogic system_logic;
AppWorldLogic world_logic;
AppEditorLogic editor_logic;
engine->main(&system_logic,&world_logic,&editor_logic);
return 0;
}
And then use the MyNode class on the UnigineScript side:
#include <core/unigine.h>
int init() {
// create MyNode
MyNode my_node_0 = new MyNode();
my_node_0.setWorldTransform(Mat4(translate(0.0f, 0.0f, 1.0f)));
// create NodeExtern by class ID
NodeExtern node = new NodeExtern(1);
MyNode my_node_1 = class_cast("MyNode", node.getNodeExtern());
my_node_1.setWorldTransform(Mat4(translate(0.0f, 0.0f, -1.0f)));
return 1;
}
NodeExternBase Class
Members
int getClassID()
Returns a unique class ID.Return value
Unique class ID.Node getNode()
Returns the Node instance.Return value
Node.NodeExtern getNodeExtern()
Returns the NodeExtern instance that is created on loading the custom node.Return value
NodeExtern.int isOwner()
Returns the owner flag of the pointer. If the pointer is owner, on its deletion the object also will be deleted.Return value
The owner flag.void grab()
Sets the owner flag to 1 for the node pointer. The node should not be handled by the class after this function is called.int loadWorld(Xml xml)
Loads a node state from the Xml.Arguments
- Xml xml - Xml smart pointer.
Return value
Returns 1 if the node state was successfully loaded; otherwise, 0 is returned.void release()
Sets the owner flag to 0 for the node pointer. The node should be handled by the class after this function is called.void renderHandler()
Renders the handler for the custom user-defined node.void renderVisualizer()
Renders the visualizer for the custom user-defined node.int restoreState(Stream stream)
Restores a node state from the stream.Arguments
- Stream stream - Stream smart pointer.
Return value
Returns 1 if the node state was successfully restored; otherwise, 0 is returned.int saveState(Stream stream)
Saves a node state into the stream.Arguments
- Stream stream - Stream smart pointer.
Return value
Returns 1 if the node state was successfully saved; otherwise, 0 is returned.int saveWorld(Xml xml)
Saves a node state into the Xml.Arguments
- Xml xml - Xml smart pointer.