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IG::DIS::Connector Class

Warning
The functionality described in this article is not available in the Community SDK edition.
You should upgrade to Sim SDK edition to use it.
Header: #include <plugins/Unigine/DISConnector/UnigineDISConnector.h>

IG::DIS::Connector Class

Members


void init ( String ip, int site, int exercise, int app, int port ) #

Initializes the DIS Connector using the given parameters.

Arguments

  • String ip - Broadcast address of the server computer that is used to broadcast messages to IG over the network
  • int site - Site ID of this application instance.
  • int exercise - Exercise ID of the DIS.
  • int app - Application ID of this application instance. If not set, will be generated automatically.
  • int port - Connection port. This argument is optional, default value is 3000.

void * addConnectCallback ( Unigine::CallbackBase * func ) #

Sets the parameter to be called when connection is established.

Arguments

  • Unigine::CallbackBase * func - Parameter to be called when connection is established.

Return value

ID of the last added connect callback, if the callback was added successfully; otherwise, nullptr. This ID can be used to remove this callback when necessary.

bool removeConnectCallback ( void * id ) #

Removes the specified callback from the list of Connect callbacks.

Arguments

  • void * id - Connect callback ID obtained when adding it.

Return value

True if the Connect callback with the given ID was removed successfully; otherwise false.

void * addReceivePacketCallback ( int pdu_type, Unigine::CallbackBase * func ) #

Adds a callback function to be fired when the packet is received.

Arguments

  • int pdu_type - PDU type.
  • Unigine::CallbackBase * func - Callback function to be called when the packet is received. Callback signature: void func(KDIS::PDU::Header *packet).

Return value

ID of the last added Receive Packet callback, if the callback was added successfully; otherwise, nullptr. This ID can be used to remove this callback when necessary.

bool removeReceivePacketCallback ( void * id ) #

Removes the specified callback from the list of Receive Packet callbacks.

Arguments

  • void * id - Receive Packet callback ID obtained when adding it.

Return value

True if the Receive Packet callback with the given ID was removed successfully; otherwise false.

int64_t getInternalEntityID ( int app, int id ) #

Returns the IG internal entity ID.

Arguments

  • int app - Application ID.
  • int id - DIS entity ID.

Return value

IG internal entity ID.

void setProcessPacket ( int op_code, bool enabled ) #

Sets a value indicating if the specified IG packets received are to be processed or skipped.

Arguments

  • int op_code - PDU type identifier.
  • bool enabled - true to process packets of the specified type, false to skip them.

void setConnectionThreadCallbacks ( Unigine::CallbackBase * on_connect, Unigine::CallbackBase * on_disconnect ) #

Sets callbacks for tuning the connection instance.
Warning
This callback will be invoked in a thread that is not the main thread.

Arguments

  • Unigine::CallbackBase * on_connect - Parameter to be called in the connection thread immediately after the connection is established. Callback's signature: void func(KDIS::NETWORK::Connection * connection).
  • Unigine::CallbackBase * on_disconnect - Parameter to be called after a connection failure or shutdown. Callback's signature: void func(KDIS::NETWORK::Connection * connection).
    Notice
    Connection may be nullptr.

void setDeadReckoningStatic ( Unigine::Plugins::IG::Entity * entity ) #

Sets the Static dead reckoning algorithm to be used for the specified entity (Entity does not move).
Dead Reckoning algorithms (Static, FPW, RPW, RVW, FVW, FPB, RPB, RVB, FVB) are used in Advanced Distributed Simulation to reduce the need to continually update a simulated entity's state information by the estimation of the position and orientation of an entity, based on a previously known position and orientation and estimates of the passage of simulation time and motion.

Arguments

  • Unigine::Plugins::IG::Entity * entity - Simulated Entity, for which the Static dead reckoning algorithm is to be used.

void setDeadReckoningFPW ( Unigine::Plugins::IG::Entity * entity, const Vec3 & linear_velocity ) #

Sets the FPW dead reckoning algorithm to be used for the specified entity along with the specified constant rates. FPW means: F - fixed rotation, P - rate of position is to be held constant (velocity), B - world coordinate system.
Dead Reckoning algorithms (Static, FPW, RPW, RVW, FVW, FPB, RPB, RVB, FVB) are used in Advanced Distributed Simulation to reduce the need to continually update a simulated entity's state information by the estimation of the position and orientation of an entity, based on a previously known position and orientation and estimates of the passage of simulation time and motion.

Arguments

  • Unigine::Plugins::IG::Entity * entity - Simulated Entity, for which the FPW dead reckoning algorithm is to be used with the specified values.
  • const Vec3 & linear_velocity - Linear velocity vector.

void setDeadReckoningRPW ( Unigine::Plugins::IG::Entity * entity, const Vec3 & linear_velocity, const vec3 & angular_velocity_deg ) #

Sets the RPW dead reckoning algorithm to be used for the specified entity along with the specified constant rates. RPW means: R - rotating, P - rate of position is to be held constant (velocity), B - world coordinate system.
Dead Reckoning algorithms (Static, FPW, RPW, RVW, FVW, FPB, RPB, RVB, FVB) are used in Advanced Distributed Simulation to reduce the need to continually update a simulated entity's state information by the estimation of the position and orientation of an entity, based on a previously known position and orientation and estimates of the passage of simulation time and motion.

Arguments

  • Unigine::Plugins::IG::Entity * entity - Simulated Entity, for which the RPW dead reckoning algorithm is to be used with the specified values.
  • const Vec3 & linear_velocity - Linear velocity vector.
  • const vec3 & angular_velocity_deg - Vector containing angular velocity values for each of the axes, in degrees.

void setDeadReckoningRVW ( Unigine::Plugins::IG::Entity * entity, const Vec3 & linear_velocity, const Vec3 & linear_acceleration, const vec3 & angular_velocity_deg ) #

Sets the RVW dead reckoning algorithm to be used for the specified entity along with the specified constant rates. RVW means: R - rotating, V - rate of velocity is to be held constant (velocity + acceleration), W - world coordinate system.
Dead Reckoning algorithms (Static, FPW, RPW, RVW, FVW, FPB, RPB, RVB, FVB) are used in Advanced Distributed Simulation to reduce the need to continually update a simulated entity's state information by the estimation of the position and orientation of an entity, based on a previously known position and orientation and estimates of the passage of simulation time and motion.

Arguments

  • Unigine::Plugins::IG::Entity * entity - Simulated Entity, for which the RVW dead reckoning algorithm is to be used with the specified values.
  • const Vec3 & linear_velocity - Linear velocity vector.
  • const Vec3 & linear_acceleration - Linear acceleration vector.
  • const vec3 & angular_velocity_deg - Vector containing angular velocity values for each of the axes, in degrees.

void setDeadReckoningFVW ( Unigine::Plugins::IG::Entity * entity, const Vec3 & linear_velocity, const Vec3 & linear_acceleration ) #

Sets the FVW dead reckoning algorithm to be used for the specified entity along with the specified constant rates. FVW means: F - fixed rotation, V - rate of velocity is to be held constant (velocity + acceleration), W - world coordinate system.
Dead Reckoning algorithms (Static, FPW, RPW, RVW, FVW, FPB, RPB, RVB, FVB) are used in Advanced Distributed Simulation to reduce the need to continually update a simulated entity's state information by the estimation of the position and orientation of an entity, based on a previously known position and orientation and estimates of the passage of simulation time and motion.

Arguments

  • Unigine::Plugins::IG::Entity * entity - Simulated Entity, for which the FVW dead reckoning algorithm is to be used with the specified values.
  • const Vec3 & linear_velocity - Linear velocity vector.
  • const Vec3 & linear_acceleration - Linear acceleration vector.

void setDeadReckoningFPB ( Unigine::Plugins::IG::Entity * entity, const Vec3 & linear_velocity, const vec3 & angular_velocity_deg ) #

Sets the FPB dead reckoning algorithm to be used for the specified entity along with the specified constant rates. FPB means: F - fixed rotation, P - rate of position is to be held constant (velocity), B - body-centered coordinate system.
Dead Reckoning algorithms (Static, FPW, RPW, RVW, FVW, FPB, RPB, RVB, FVB) are used in Advanced Distributed Simulation to reduce the need to continually update a simulated entity's state information by the estimation of the position and orientation of an entity, based on a previously known position and orientation and estimates of the passage of simulation time and motion.

Arguments

  • Unigine::Plugins::IG::Entity * entity - Simulated Entity, for which the FPB dead reckoning algorithm is to be used with the specified values.
  • const Vec3 & linear_velocity - Linear velocity vector.
  • const vec3 & angular_velocity_deg - Vector containing angular velocity values for each of the axes, in degrees.

void setDeadReckoningRPB ( Unigine::Plugins::IG::Entity * entity, const Vec3 & linear_velocity, const vec3 & angular_velocity_deg ) #

Sets the RPB dead reckoning algorithm to be used for the specified entity along with the specified constant rates. RPB means: R - rotating, P - rate of position is to be held constant (velocity), B - body-centered coordinate system.
Dead Reckoning algorithms (Static, FPW, RPW, RVW, FVW, FPB, RPB, RVB, FVB) are used in Advanced Distributed Simulation to reduce the need to continually update a simulated entity's state information by the estimation of the position and orientation of an entity, based on a previously known position and orientation and estimates of the passage of simulation time and motion.

Arguments

  • Unigine::Plugins::IG::Entity * entity - Simulated Entity, for which the RPB dead reckoning algorithm is to be used with the specified values.
  • const Vec3 & linear_velocity - Linear velocity vector.
  • const vec3 & angular_velocity_deg - Vector containing angular velocity values for each of the axes, in degrees.

void setDeadReckoningRVB ( Unigine::Plugins::IG::Entity * entity, const Vec3 & linear_velocity, const Vec3 & linear_acceleration, const vec3 & angular_velocity_deg ) #

Sets the RVB dead reckoning algorithm to be used for the specified entity along with the specified constant rates. RVB means: R - rotating, V - rate of velocity is to be held constant (velocity + acceleration), B - body-centered coordinate system.
Dead Reckoning algorithms (Static, FPW, RPW, RVW, FVW, FPB, RPB, RVB, FVB) are used in Advanced Distributed Simulation to reduce the need to continually update a simulated entity's state information by the estimation of the position and orientation of an entity, based on a previously known position and orientation and estimates of the passage of simulation time and motion.

Arguments

  • Unigine::Plugins::IG::Entity * entity - Simulated Entity, for which the RVB dead reckoning algorithm is to be used with the specified values.
  • const Vec3 & linear_velocity - Linear velocity vector.
  • const Vec3 & linear_acceleration - Linear acceleration vector.
  • const vec3 & angular_velocity_deg - Vector containing angular velocity values for each of the axes, in degrees.

void setDeadReckoningFVB ( Unigine::Plugins::IG::Entity * entity, const Vec3 & linear_velocity, const Vec3 & linear_acceleration, const vec3 & angular_velocity_deg ) #

Sets the FVB dead reckoning algorithm to be used for the specified entity along with the specified constant rates. FVB means: F - fixed rotation, V - rate of velocity is to be held constant (velocity + acceleration), B - body-centered coordinate system.
Dead Reckoning algorithms (Static, FPW, RPW, RVW, FVW, FPB, RPB, RVB, FVB) are used in Advanced Distributed Simulation to reduce the need to continually update a simulated entity's state information by the estimation of the position and orientation of an entity, based on a previously known position and orientation and estimates of the passage of simulation time and motion.

Arguments

  • Unigine::Plugins::IG::Entity * entity - Simulated Entity, for which the FVB dead reckoning algorithm is to be used with the specified values.
  • const Vec3 & linear_velocity - Linear velocity vector.
  • const Vec3 & linear_acceleration - Linear acceleration vector.
  • const vec3 & angular_velocity_deg - Vector containing angular velocity values for each of the axes, in degrees.
Last update: 23.06.2023
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