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#
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

Creating C++ Plugin

You can load a custom library module (a *.dll or *.so file) and access its services and library functions in Unigine run-time via the Plugin class interface. Using a plugin system enables to choose which libraries to load on-the-fly without recompiling a Unigine executable.

To create the plugin library, you need to perform the instructions given below.

Notice
A sample of a plugin library is available in the Samples section of UNIGINE SDK Browser: Samples -> C++ API -> Systems -> Plugins. To access the plugin's project and the source code, press the Open Folder button.

Implementing a Plugin Interface#

Notice
Before implementing a C++ plugin interface, prepare the development environment.

To implement the plugin interface, perform the following steps:

  1. Create a plugin project via C++ Visual Studio or C++ GNU Make (depending on the operating system).
    • For Visual Studio, ensure to specify all required dependencies in the project properties, including the paths to the include and lib directories of the UNIGINE SDK.
    • In GNU Make, define the include and library directories of the UNIGINE SDK using flags in the Makefile. To specify the include directories, use the -I flag, and for the libraries, use the -L flag.
  2. Include all required headers and specify a Unigine namespace to be used.

    Notice
    The UniginePlugin.h header must be included necessarily as it is required for accessing the Plugin class methods.
    Source code (C++)
    #include <UniginePlugin.h>
    
    using namespace Unigine;
  3. Implement methods and classes of the dynamic-link library that will be accessible from the script or C++ side of your Unigine application.
    Source code (C++)
    my_plugin_function() {...}
    
    class MyExternClass {
    		
    	public:
    		
    		MyExternClass() { }
    		~MyExternClass() { }
    		
    		
    		void my_member_function() {
    			...
    		}
    };
  4. Create a plugin class - an implementation of the plugin interface which provides access to the dynamic-link library by the Unigine executable. This class must contain the following: a constructor, a destructor, an initialization function (init()), a shut down function (shutdown()), a destroying function (destroy()).

    Don't forget to declare two functions:

    • get_name() returning the plugin's name.
    • get_order() returning the plugin's execution order.
    Notice
    Each plugin has its execution order, which determines the sequence in which plugin's functions (update() / postUpdate() / render() / shutdown()) will be executed. The only exception is the init() function as it is called just after loading the plugin. Remember, when writing a plugin, that requires interaction with other ones, specifying correct order value is required to avoid issues and ensure proper execution sequence. If in your case the order doesn't matter, set the default 0 value.

    If necessary, you can also implement an update(), render(), swap() and other functions available in the Plugin class. These methods will be automatically called on the corresponding stage of the engine execution sequence.

    Source code (C++)
    // 1. Declare the class
    class MyPlugin : public Plugin {
    		
    	public:
    	
    		// constructor
    		MyPlugin() {...}
    		// destructor
    		virtual ~MyPlugin() {...}
    		
    		// plugin data
    		virtual void *get_data() {
    			return this;
    		}
    
    		// plugin name
    		virtual const char * get_name() override { return "MyPluginName"; }
    
    		// plugin execution order
    		virtual int get_order() override { return 10; }
    
    		// initialize the plugin
    		virtual int init();
    		
    		// shutdown the plugin
    		virtual int shutdown();
    		
    		// destroy the plugin
    		virtual void destroy();
    		
    };
    
    // 2. Define the plugin's initialization function.
    // The engine will automatically call it on its start-up
    int MyPlugin::init() {
    	...
    	
    	return 1;
    }
    
    // 3. Define the plugin shut down function.
    // The engine will automatically call it on its shut down
    int MyPlugin::shutdown() {
    	...
    	
    	return 1;
    }
    
    // 4. Define the function which is called on the video mode restart
    void MyPlugin::destroy() {
    	...
    	
    	return 1;
    }
  5. Export the plugin: expose the created implementation of the plugin interface. The engine will search for these functions to add and release the plugin library.

    Source code (C++)
    // 1. Define the function required for adding the plugin library.
    // It returns a new instance of the custom plugin
    extern "C" UNIGINE_EXPORT void *CreatePlugin() {
    	return new MyPlugin();
    }
    
    // 2. Define the function required for releasing the plugin library.
    // For that, a void pointer should be casted to the custom plugin type and then deleted
    extern "C" UNIGINE_EXPORT void ReleasePlugin(void *plugin) {
    	delete static_cast<MyPlugin*>(plugin);
    }

    CreatePlugin() and ReleasePlugin() functions are declared as extern "C" to be compiled as regular C functions. This is required to prevent mangling of the function names and thus ensure that the naming decoration scheme matches between the Unigine executable and the created dynamic-link library. Otherwise, binary code generated by two different C++ compilers may be incompatible, because there is no recognized C++ application binary interface.

The following implementations are not necessary, but they allow extending the plugin interface:

  • If you are going to use plugin's classes and functions on the script side of your application, you should implement exporting and removing of these classes and functions in the plugin's init() and shutdown() functions correspondingly.

    Notice
    It is required to include UngineInterface.h for exporting custom classes and functions to the script.

    For example:

    Source code (C++)
    // 1. Implement exporting of the custom functions and classes into the script
    // on plugin initialization
    int MyPlugin::init() {
    	...
    
        // create a pointer to the function and register its name to be used from the script
    	Interpreter::addExternFunction("my_plugin_function",MakeExternFunction(&my_plugin_function));
    	
    	// export the custom class into the script:  
        // create a pointer to the object of the external class
    	ExternClass<MyExternClass> *my_class = MakeExternClass<MyExternClass>();
    	// and register the class constructor.
    	// if it was not declared explicitly, a default one will be registered
    	my_class->addConstructor();
    	// register the class member function
    	my_class->addFunction("my_member_function",&MyExternClass::my_member_function);
    	// register the class
    	Interpreter::addExternClass("MyExternClass",my_class);
    	
    	return 1;
    }
    
    // 2. Implement removing of the custom functions and classes on plugin shut down
    int MyPlugin::shutdown() {
    	...
    	
    	// remove the function
    	Interpreter::removeExternFunction("my_plugin_function");
    	
    	// remove the external class
    	Interpreter::removeExternClass("MyExternClass");
    	
    	return 1;
    }
  • If you are going to interfere the engine initialization, main loop or shutdown, implement classes inherited from the World/System/EditorLogic classes. You can implement your own logic (namely, callback functions) in these classes and then add it to the engine to be executed in its init(), update(), shutdown(), etc. via the plugin interface.

    Notice
    It is required to include UnigineLogic.h for accessing the World/System/EditorLogic classes' methods.

    For example:

    Source code (C++)
    // 1. Declare the class which has the same logic as the system script:
    // all the implemented MySystemLogic class functions will be called by the engine
    // after corresponding system script's methods
    class MySystemLogic : public SystemLogic {
    		
    	public:
    		
    		virtual int init();
    		virtual int shutdown();
    };
    
    /*
     */
    // 2. Implement the init() function that will be called
    // after system script initialization
    int MySystemLogic::init() {
    	
    	Log::message("MySystemLogic::init(): called\n");
    	
    	return 1;
    }
    // 3. Implement the shutdown() function that will be called
    // after the system script shut down
    int MySystemLogic::shutdown() {
    	
    	Log::message("MySystemLogic::shutdown(): called\n");
    	
    	return 1;
    }
    
    // 4. Declare the class which has the same logic as the world script:
    // all the implemented MyWorldLogic class functions will be called by the engine
    // after corresponding world script's methods 
    class MyWorldLogic : public WorldLogic {
    		
    	public:
    		
    		virtual int init();
    		virtual int shutdown();
    };
    
    
    // 5. Implement the init() function that will be called
    // after the world script initialization
    int MyWorldLogic::init() {
    	
    	Log::message("MyWorldLogic::init(): called\n");
    	
    	return 1;
    }
    
    // 6. Implement the shutdown() function that will be called
    // after the world script shut down
    int MyWorldLogic::shutdown() {
    	
    	Log::message("MyWorldLogic::shutdown(): called\n");
    	
    	return 1;
    }
    
    // 7. Declare the class which has the same logic as the editor script:
    // all the implemented MyEditorLogic class functions will be called by the engine
    // after corresponding editor script's methods 
    class MyEditorLogic : public EditorLogic {
    		
    	public:
    
    		virtual int init();
    		virtual int shutdown();
    };
    
    /*
     */
    // 8. Implement the init() function that will be called
    // after the editor script initialization
    int MyEditorLogic::init() {
    	
    	Log::message("MyEditorLogic::init(): called\n");
    	
    	return 1;
    }
    // 9. Implement the shutdown() function that will be called
    // after the editor script shut down
    int MyEditorLogic::shutdown() {
    	
    	Log::message("MyEditorLogic::shutdown(): called\n");
    	
    	return 1;
    }
    
    // 10. Declare instances of the classes inherited from System/World/EditorLogic classes in the plugin class
    class MyPlugin : public Plugin {
    		
    	public:
    	
    		MyPlugin() {...}
    		virtual ~MyPlugin() {...}
    		
    		virtual void *get_data() {
    			return this;
    		}
    		
    		// plugin name
    		virtual const char * get_name() override { return "MyPluginName"; }
    
    		// plugin execution order
    		virtual int get_order() override { return 0; }
    
    		virtual int init();
    		virtual int shutdown();
    		virtual void destroy();
    		
    	private:
    	
    		MySystemLogic system_logic;
    		MyWorldLogic world_logic;
    		MyEditorLogic editor_logic;
    		
    };
    
    // 11. Add C++ callbacks that are called on the engine initialization
    int MyPlugin::init() {
    	...
    	
    	Engine *engine = Engine::get();
    	
    	// init() functions of the MySystem/MyWorld/MyEditorLogic classes will be called
    	// after init() functions of the corresponding scripts
    	engine->addSystemLogic(&system_logic);
    	engine->addWorldLogic(&world_logic);
    	engine->addEditorLogic(&editor_logic);
    	
    	return 1;
    }
    
    // 12. Remove C++ callbacks that are called on the engine shut down
    int MyPlugin::shutdown() {
    	...
    	
    	Engine *engine = Engine::get();
    	// shutdown() functions of the MySystem/MyWorld/MyEditorLogic classes will be called
    	// after shutdown() functions of the corresponding scripts
    	engine->removeSystemLogic(&system_logic);
    	engine->removeWorldLogic(&world_logic);
    	engine->removeEditorLogic(&editor_logic);
    	
    	return 1;
    }

Compiling the Library#

To compile your library, you can use one of the ways described in the Creating C++ Application article. Note that the following requirements should be met:

  • The library should be compiled as .dll or .so (according to the operating system used).
  • The UNIGINE naming convention should be followed, and the files should be stored in the corresponding folders.
  • To use with a Unigine debug build, a debug version of the library should be compiled (libname_x64d or libname_double_x64d for double builds): specify the debug=1 command-line option.
  • To compile the library with double precision support, specify the double=1 command-line option.

Naming Convention#

Libraries compiled by you should follow the UNIGINE naming convention:

  • <VendorName><PluginName>_plugin_<precision>_x64<debug_version>.* for Windows binaries
  • lib<VendorName><PluginName>_plugin_<precision>_x64<debug_version>.so for Linux binaries
  • <VendorName><PluginName>.h for headers
  • Editor plugins require the _editorplugin postfix instead of _plugin

Clarifications:

<precision> implies single or double precision of coordinates: in case of single precision you write nothing, in case of double precision — the word double.
Examples: MyPluginName_plugin_double_x64.dll — for double precision file, MyPluginName_plugin_x64.dll — for single precision file.

<debug_version> identifies that your library is a debug or release version. If debug, then d is added; if release — nothing is added.
Examples: MyPluginName_plugin_double_x64d.dll — debug version, MyPluginName_plugin_double_x64.dll — release version.

An example name for the editor plugin: MyEditorPluginName_editorplugin_double_x64d.dll.

Path to Plugin Files#

UNIGINE plugins are located in the corresponding folders:

  • binaries — bin\plugins\Unigine\<PluginName> (e.g. bin\plugins\Unigine\ARTTracker\UnigineARTTracker_plugin_double_x64d.dll)
  • headers — include\plugins\Unigine\<PluginName>\Unigine<PluginName>.h (e.g. include\plugins\Unigine\ARTTracker\UnigineARTTracker.h)

User plugins similarly should be located in the corresponding folders:

  • binaries — bin\plugins\<VendorName>\<PluginName> (e.g. bin\plugins\Vendor\Plugin\VendorPlugin_plugin_double_x64.dll)
  • headers — include\plugins\<VendorName>\<PluginName>\<VendorName><PluginName>.h (e.g. include\plugins\Vendor\Plugin\VendorPlugin.h)

Calling Library Functions from Unigine Application#

You can access classes and functions exported from the created dynamic-link library from both the script and C++ level.

Calling Library Functions from Script Side#

Classes and functions of the library can be directly accessed on the script side if they were properly exported. For example:

Source code (UnigineScript)
int init() {
	
	log.message("\n");
	
	// call the function exported from the library
	my_print("Hello world");
	
	log.message("\n");
	
	// create new instances of the class exported from the library
	MyExternClass my_class = new MyExternClass();
	
	// call the exported member functions of the class
	my_class.print("Hello world");
	
	delete my_class;
	
	return 1;
}

Calling Library Functions from C++ Side#

To access classes and functions of the library from the C++ side of the application, you should do the following:

  1. Include a plugin's header file in your C++ code:

    Source code (C++)
    #include "plugin.h"
    Notice
    If you implemented the plugin in the .cpp file only, include it instead of creating a separate header file.
  2. Get the plugin instance in the project's world logic:

    Source code (C++)
    class AppWorldLogic : public WorldLogic
    {
    public:
    	AppWorldLogic() {}
    	virtual ~AppWorldLogic() {}
    
    	virtual int init()
    	{
    		// 1. Assume that the plugin has been loaded
    		EnginePtr engine;
    		// specify a path to the plugin relative to the binary executable
    		int id = engine->findPlugin("plugin/plugin");
    		if (id == -1) {
    			Log::message("Cannot find the plugin\n");
    			return 0;
    		}
    
    		// 2. Get the plugin interface
    		Plugin *plugin = Engine::get()->getPluginInterface(id);
    		if (!plugin) {
    			Log::message("The plugin is null\n");
    			return 0;
    		}
    
    		// 3. Cast the plugin interface to your plugin class
    		MyPlugin *plugin = static_cast<MyPlugin*>(plugin);
    		if (!plugin) {
    			Log::message("Cannot cast the plugin\n");
    			return 0;
    		}
    		
    		// call the plugin function
    		my_plugin_function();
    
    
    		// create a new instance of the class declared in the plugin
    		MyExternClass *extern_class = new MyExternClass();
    		// and call its member functions
    		extern_class->my_member_function();
    
    		return 1;
    	}
    };
    
    // start the main loop with the world logic
    int main(int argc, char **argv) {
    	EnginePtr engine(argc, argv);
    
    	AppWorldLogic world_logic;
    	engine->main(NULL, &world_logic, NULL);
    
    	return 0;
    }
  3. Compile and run the C++ application.

Loading the Plugin Library#

The plugin library can be loaded at any moment of Unigine runtime by using one of the following ways:

  • Pass the plugin as a command-line argument extern_plugin. Once passed, it is written into the configuration file.
  • Specify the plugin directly in the configuration file (data/configs/default.boot, extern_plugin string).
  • Add and use the plugin in the world script via engine.addPlugin(). The same can be done in the project's world logic via Engine::addPlugin() on the C++ side or via Engine.addPlugin() on the C# side of the project.
  • Add and use the plugin in the system script (unigine.cpp):

    • Add the plugin via engine.addPlugin() and use it in the world script. You cannot initialize the plugin in the system script and call plugin functions from it at the same time.
    • Use the plugin in the system script after initializing it via the command-line argument extern_plugin.

    The same can be done in the project's system logic via Engine::addPlugin() on the C++ side or via Engine.addPlugin() on the C# side of your project.

Notice
Please be aware that the Engine will automatically load all plugins located in the directory specified in plugin_path (by default it is bin/plugins).

The plugin library should be loaded at the engine start-up. The following example shows how to dynamically link the library via the -extern_plugin command:

  • The library version that corresponds to the name of the Unigine executable will be used.
  • The name of the library should be specified without any prefixes or postfixes. For example, to load the VendorNamePluginName_plugin_x64d.dll library on the application start-up, the binary executable of the Unigine project should be run as follows:

    Shell commands
    main.exe -extern_plugin VendorNamePluginName

    The main.exe binary executable was created during the application building.

    Notice
    If the path to the library is relative, it should be relative to the binary executable. It can also be absolute.
Last update: 2024-12-13
Build: ()