UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
FAQ
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and 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
CIGI Client Plugin
Rendering-Related Classes

Unigine::WorldExternBase Class

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

Unigine Base WorldExtern class.

To use this class, include the UnigineWorldExtern.h file.

WorldExternBase Class

Members


int getClassID ( ) #

Returns a unique class ID.

Return value

Unique class ID.

Ptr<Node> getNode ( ) #

Returns the Node smart pointer.

Return value

Node smart pointer.

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.

Ptr<WorldExtern> getWorldExtern ( ) #

Returns the WorldExtern smart pointer.

Return value

WorldExtern smart pointer.

void grab ( ) #

Sets the owner flag to 1 for the world pointer. The world should not be handled by the class after this function is called.

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

Loads a world state from the Xml.

Arguments

  • const Ptr<Xml> & xml - Xml smart pointer.

Return value

Returns 1 if the world state was successfully loaded; otherwise, 0.

void preRender ( float ifps ) #

Arguments

  • float ifps

void release ( ) #

Sets the owner flag to 0 for the world pointer. The world should be handled by the class after this function is called.

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.

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

Restores a world state from the stream.
Warning
This function is deprecated and will be removed in the next release.

Arguments

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

Return value

1 if the world state was successfully restored; otherwise, 0.

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

Saves a world state into the stream.
Warning
This function is deprecated and will be removed in the next release.

Arguments

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

Return value

Returns 1 if the world state was successfully saved; otherwise, 0.

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 updatePosition ( ) #

Updates a position of the external world.

void updateTransform ( ) #

Updates transformation matrix of the external world.
Last update: 2019-11-28