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Unigine::ObjectExternBase Class

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

The base class, from which the custom user-defined objects are inherited.

ObjectExternBase Class

Members


int getClassID ( ) #

Returns a unique class ID.

Return value

Unique class ID.

int getCollision ( const Math::Vec3 & p0, const Math::Vec3 & p1, Vector< int > & OUT_surfaces ) #

Spatial collision with the bounding box.

Arguments

  • const Math::Vec3 & p0 - Coordinates of the start point of the line.
  • const Math::Vec3 & p1 - Coordinates of the end point of the line.
  • Vector< int > & OUT_surfaces - Return array with surface numbers.
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.

Return value

Returns 1 if the array of surfaces is not empty.

int getCollision ( const BoundBox & bb, Vector< int > & OUT_surfaces ) #

Spatial collision with the bounding box.

Arguments

  • const BoundBox & bb - Bounding box.
  • Vector< int > & OUT_surfaces - Return array with surface numbers.
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.

Return value

Returns 1 if the array of surfaces is not empty.

int getIntersection ( const Math::Vec3 & p0, const Math::Vec3 & p1, Math::Vec3 * OUT_ret_point, Math::vec3 * OUT_ret_normal, Math::vec4 * OUT_ret_texcoord, int * OUT_ret_index, int * OUT_ret_instance, int surface ) #

Returns a value indicating that the line intersects the object surface.

Arguments

  • const Math::Vec3 & p0 - Coordinates of the start point of the line.
  • const Math::Vec3 & p1 - Coordinates of the end point of the line.
  • Math::Vec3 * OUT_ret_point - Intersection point coordinates. Pass NULL if this parameter is not required.
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.
  • Math::vec3 * OUT_ret_normal - Intersection normal vector. Pass NULL if this parameter is not required.
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.
  • Math::vec4 * OUT_ret_texcoord - Intersection texture coordinates. Pass NULL if this parameter is not required.
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.
  • int * OUT_ret_index - Intersected triangle number. Pass NULL if this parameter is not required.
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.
  • int * OUT_ret_instance - Intersected instance number. Pass NULL if this parameter is not required.
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.
  • int surface - Surface number.

Return value

Returns 1 if the intersection occurs.

Ptr<Node> getNode ( ) const#

Returns the Node smart pointer.

Return value

Node smart pointer.

int getNumSurfaces ( ) #

Returns the number of object surfaces.

Return value

The number of object surfaces.

int getNumTriangles ( int surface ) #

Returns the number of triangles.

Arguments

  • int surface - Surface number.

Return value

Returns the number of triangles.

Ptr<Object> getObject ( ) const#

Returns the Object smart pointer.

Return value

Object smart pointer.

Ptr<ObjectExtern> getObjectExtern ( ) const#

Returns the ObjectExtern smart pointer.

Return value

ObjectExtern smart pointer.

int getOrder ( const Math::Vec3 & camera, int surface ) #

Returns the rendering order with respect to the camera position.

Arguments

  • const Math::Vec3 & camera - World camera position.
  • int surface - Surface number.

Return value

Surface rendering order.

int getRandomPoint ( Math::vec3 & ret_point, Math::vec3 & ret_normal, Math::vec3 & ret_velocity, int surface ) #

Returns a random point from a surface.

Arguments

  • Math::vec3 & ret_point - Random point coordinates.
  • Math::vec3 & ret_normal - Random normal vector.
  • Math::vec3 & ret_velocity - Random velocity vector.
  • int surface - Surface number.

Return value

Returns 1 if the random point is valid.

int getResource ( int surface ) #

Returns the unique render resource identifier.

Arguments

  • int surface - Surface number.

Return value

Surface resource identifier.

int getSequence ( const Math::Vec3 & camera, int surface ) #

Returns the rendering sequence with respect to the camera position.

Arguments

  • const Math::Vec3 & camera - World camera position.
  • int surface - Surface number.

Return value

Surface rendering sequence.

const char * getSurfaceName ( int surface ) #

Returns the object surface name.

Arguments

  • int surface - Surface number.

Return value

Surface name.

float getTransparentDistance ( const Math::Vec3 & camera, int surface ) #

Returns the transparent rendering distance.

Arguments

  • const Math::Vec3 & camera - World camera position.
  • int surface - Surface number.

Return value

Surface rendering distance.

void create ( int surface ) #

Renders a create function.

Arguments

  • int surface - Surface number.

int findSurface ( const char * name ) #

Returns the number of the object surface by its name.

Arguments

  • const char * name - Surface name.

Return value

Surface number.

int hasCreate ( ) #

Returns a value indicating that the object has a create function.

Return value

Returns 1 if the object has a create function.

int hasLods ( ) #

Returns a value indicating if the object has LODs.

Return value

Returns 1 if the object has surface LODs.

int hasRender ( ) #

Returns a value indicating that the object has a render function.

Return value

Returns 1 if the object has a render function.

int hasShadow ( ) #

Returns a value indicating that the object has a shadow function.

Return value

Returns 1 if the object has a shadow function.

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

Loads an object state from the Xml.

Arguments

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

Return value

Returns 1 if the object state was successfully loaded; otherwise, 0 is returned.

void preRender ( float ifps ) #

Pre-render function, i.e. after the update() and before the render() function. This method can be used to make necessary preparations for rendering (e.g. prepare a texture) after the update().

Arguments

  • float ifps - Inverse FPS value.

void render ( Render::PASS pass, int surface ) #

Renders the render function.

Arguments

  • Render::PASS pass - Rendering pass.
  • int surface - Surface number.

void renderHandler ( ) #

Renders the handler.

void renderShadow ( Render::PASS pass, int surface ) #

Renders render function.

Arguments

  • Render::PASS pass - Rendering pass.
  • int surface - Surface number.

void renderVisualizer ( ) #

Renders the visualizer.
Notice
You should enable the engine visualizer by the show_visualizer 1 console command.

void resizeSurfaces ( ) const#

Resizes all of the object surfaces.

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

Saves an object 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();
object->saveState(blob_state);

// change state
//...//

// restore state
blob_state->seekSet(0);				// returning the carriage to the start of the blob
object->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 an object 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();
object->saveState(blob_state);

// change state
//...//

// restore state
blob_state->seekSet(0);				// returning the carriage to the start of the blob
object->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 an object state into the Xml.

Arguments

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

Return value

Returns 1 if the object state was successfully saved; otherwise, 0 is returned.

void update ( float ifps ) #

Update function.

Arguments

  • float ifps - Inverse FPS value.

void updateEnabled ( ) #

Updates enabled.

void updateEnabled ( int surface ) #

Updates enabled.

Arguments

  • int surface - Surface number.

void updateSurfaces ( ) const#

Updates all of the object surfaces.

void updateTransform ( ) #

Updates transformation.

void setUpdateDistanceLimit ( float distance ) #

Sets the distance from the camera within which the object should be updated.

Arguments

  • float distance - Distance from the camera within which the object should be updated (in units).

float getUpdateDistanceLimit ( ) #

Returns the distance from the camera within which the object should be updated.

Return value

Distance from the camera within which the object should be updated (in units).

void setForceUpdate ( bool enabled ) #

Sets a value indicating if the object should be constantly updated each frame, regardless of the update distance.

Arguments

  • bool enabled - true to enable forced updating for the object; false - to disable forced updating and take the update distance into account.

bool isForceUpdate ( ) #

Returns a value indicating if the object should be constantly updated each frame, regardless of the update distance.

Return value

true if the object is constantly updated each frame; otherwise, false
Last update: 2023-06-21
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