This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
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
Double Precision Coordinates
API
Animations-Related Classes
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
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

Unigine.WorldExpression Class

Inherits from: Node

This class is used to create a world expression, that executes an arbitrary expression. An expression can be executed for the other nodes if they are assigned as child nodes of WorldExpression. The child nodes will inherit transformations (if any) of the world expression and will be transformed relative to the pivot point of WorldExpression.

See Also#

A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/worlds/ folder:

  • expression_00
  • expression_01
  • expression_02
  • expression_03
  • expression_04
  • expression_05

WorldExpression Class

Properties

bool IsCompiled#

The A value indicating if the given expression has been compiled. it is automatically called on world load or after setExpression() is used.

float IFps#

The current constant frame duration used to execute the expression. 0 means that the expression is executed at the same frame rate as the main application window.

float UpdateDistanceLimit#

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

Members


WorldExpression ( ) #

Constructor. Creates an arbitrary expression to be executed.

bool SetExpression ( string src ) #

Sets the arbitrary expression to be executed.
Notice
The expression passed as an argument must be wrapped with curly braces {} as they define the world expression scope.

Arguments

  • string src - An executable expression.

Return value

true if the expression is set successfully; otherwise, false.

string GetExpression ( ) #

Returns the executable expression.

Return value

The executable expression.

bool IsFunction ( string name, int num_args ) #

Returns a value indicating if the given world expression has the function with specified name and number of arguments.

Arguments

  • string name - The name of the function.
  • int num_args - The number of arguments.

Return value

true if the expression exists; otherwise, false.

static int type ( ) #

Returns the type of the node.

Return value

World type identifier.

bool SetExpressionName ( string name ) #

Loads an expression from the given file.

Arguments

  • string name - Expression file name.

Return value

true if the expression is successfully loaded from the given file; otherwise, false.

string GetExpressionName ( ) #

Returns the name of the expression file.

Return value

Expression file name.
Last update: 2020-06-16
Build: ()