This page has been translated automatically.
Видеоуроки
Интерфейс
Основы
Продвинутый уровень
Подсказки и советы
Основы
Программирование на C#
Рендеринг
Профессиональный уровень (SIM)
Принципы работы
Свойства (properties)
Компонентная Система
Рендер
Физика
Редактор UnigineEditor
Обзор интерфейса
Работа с ассетами
Контроль версий
Настройки и предпочтения
Работа с проектами
Настройка параметров ноды
Setting Up Materials
Настройка свойств
Освещение
Sandworm
Использование инструментов редактора для конкретных задач
Расширение функционала редактора
Встроенные объекты
Ноды (Nodes)
Объекты (Objects)
Эффекты
Декали
Источники света
Geodetics
World-ноды
Звуковые объекты
Объекты поиска пути
Player-ноды
Программирование
Основы
Настройка среды разработки
Примеры использования
C++
C#
UnigineScript
Унифицированный язык шейдеров UUSL (Unified UNIGINE Shader Language)
Плагины
Форматы файлов
Материалы и шейдеры
Rebuilding the Engine Tools
Интерфейс пользователя (GUI)
Двойная точность координат
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
Работа с контентом
Оптимизация контента
Материалы
Визуальный редактор материалов
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Учебные материалы
Внимание! Эта версия документация УСТАРЕЛА, поскольку относится к более ранней версии SDK! Пожалуйста, переключитесь на самую актуальную документацию для последней версии SDK.
Внимание! Эта версия документации описывает устаревшую версию SDK, которая больше не поддерживается! Пожалуйста, обновитесь до последней версии SDK.

Unigine::NodeExternBase Class

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

The base class that is used to implement logic of custom user-defined nodes. The custom node class should be inherited from NodeExternBase.

Notice
NodeExternBase isn't a node (it isn't inherited from the Node class). So when the engine loads an instance of the custom node class, a NodeExtern node is created. It wraps implementation of the custom node class inherited from the NodeExternBase class.

Usage Example#

To implement logic of a custom node, perform as follows:

Notice
The custom user-defined node can be implemented on the C++ side only. So the example below shows how to implement such node in C++ and then use in both C++ and UnigineScript.
  1. Inherit your custom node class from NodeExternBase.
  2. Implement constructors, destructor and all required methods.
  3. Register the class via addClassID().
  4. (Optional) If required, export the class and its functions to UnigineScript.

MyNode.h contains implementation of the custom MyNode class inherited from the NodeExternBase class.

Source code (C++)
#include <UnigineNodes.h>

using namespace Unigine;

// inherit a custom class from NodeExternBase
class MyNode : public NodeExternBase
{
public:

	// constructors
	MyNode();
	MyNode(void *node);
	// destructor
	virtual ~MyNode();

	// unique class ID
	virtual int getClassID();

	// save and restore the node state
	virtual int saveState(const StreamPtr &stream);
	virtual int restoreState(const StreamPtr &stream);

	// save and restore the node pointer
	static void savePointer(const StreamPtr &stream, MyNode *node);
	static NodeExternBase *restorePointer(const StreamPtr &stream);

	// set world transformation of the node
	void setWorldTransform(const Math::Mat4 &transform);
};

MyNode.cpp contains implementation of MyNode's methods.

Source code (C++)
#include "MyNode.h"

// constructor with no arguments
MyNode::MyNode()
{
	Log::warning("MyNode::MyNode(): called\n");
}
// constructor with 1 argument
MyNode::MyNode(void *node)
	: NodeExternBase(node)
{
	Log::warning("MyNode::MyNode(void*): called\n");
}
// destructor
MyNode::~MyNode()
{
	Log::warning("MyNode::~MyNode(): called\n");
}
// returns the class ID of MyNode
int MyNode::getClassID()
{
	return 1;
}
// save the node state
int MyNode::saveState(const StreamPtr &stream)
{
	Log::warning("MyNode::saveState(): called\n");
	return NodeExternBase::saveState(stream);
}
// restore the node state
int MyNode::restoreState(const StreamPtr &stream)
{
	Log::warning("MyNode::restoreState(): called\n");
	return NodeExternBase::restoreState(stream);
}
// save the node pointer
void MyNode::savePointer(const StreamPtr &stream, MyNode *node)
{
	Log::warning("MyNode::savePointer(): called\n");
	return NodeExternBase::savePointer(stream, node);
}
// restore the node pointer
NodeExternBase *MyNode::restorePointer(const StreamPtr &stream)
{
	Log::warning("MyNode::restorePointer(): called\n");
	return NodeExternBase::restorePointer(stream);
}

// set world transformation of the node
void MyNode::setWorldTransform(const Math::Mat4 &transform)
{
	getNode()->setWorldTransform(transform);
	Log::message("MyNode::setWorldTransform(): called\n");
}

In unigine_project.cpp the MyNode class is registered.

Source code (C++)
#include <UnigineEngine.h>
#include "AppSystemLogic.h"
#include "AppWorldLogic.h"
#include "AppEditorLogic.h"
#include "MyNode.h"

int main(int argc,char *argv[]) {
	
	// register the MyNode class
	NodeExternBase::addClassID<MyNode>(1);

	Unigine::EnginePtr engine(argc,argv);
	
	AppSystemLogic system_logic;
	AppWorldLogic world_logic;
	AppEditorLogic editor_logic;
	
	engine->main(&system_logic,&world_logic,&editor_logic);
	
	return 0;
}

In AppWorldLogic.cpp, approaches to work with the MyNode class are shown: you can directly create an instance of the MyNode class, or you can create an instance of the NodeExtern class by using MyNode's class ID. In both cases, an instance of the MyNode class is created.

Source code (C++)
#include "AppWorldLogic.h"
#include "MyNode.h"

int AppWorldLogic::init() {
	
	// create a MyNode pointer directly
	MyNode *my_node_0 = new MyNode();
	// call a member function
	my_node_0->setWorldTransform(Math::translate(Math::Vec3(0.5)));
	
	// create a NodeExtern instance by MyNode's class ID
	NodeExternPtr my_node_1 = NodeExtern::create(1);
	// obtain the MyNode pointer
	MyNode *my_node_2 = (MyNode*)my_node_1->getNodeExtern();
	// call the MyNode member function
	my_node_2->setWorldTransform(Math::translate(Math::Vec3(1.0)));

	return 1;
}
Output
MyNode::MyNode(): called
MyNode::setWorldTransform(): called
MyNode::MyNode(void*): called
MyNode::setWorldTransform(): called
MyNode::~MyNode(): called

Exporting to UnigineScript#

To use the custom node on the UnigineScript side, export the class and its functions to UnigineScript.

unigine_project.cpp:

Source code (C++)
#include <UnigineEngine.h>
#include <UnigineInterface.h>
#include "AppSystemLogic.h"
#include "AppWorldLogic.h"
#include "AppEditorLogic.h"
#include "MyNode.h"

int main(int argc,char *argv[]) {
	
	// register the MyNode class
	NodeExternBase::addClassID<MyNode>(1);
	
	// export the MyNode class
	ExternClass<MyNode> *my_node = MakeExternClassSaveRestoreStatePointer<MyNode>();
	my_node->addConstructor();
	my_node->addFunction("grab", &MyNode::grab);
	my_node->addFunction("release", &MyNode::release);
	my_node->addFunction("getNode", &MyNode::getNode);
	my_node->addFunction("setWorldTransform", &MyNode::setWorldTransform);
	Interpreter::addExternClass("MyNode", my_node);
	
	Unigine::EnginePtr engine(argc,argv);
	
	AppSystemLogic system_logic;
	AppWorldLogic world_logic;
	AppEditorLogic editor_logic;
	
	engine->main(&system_logic,&world_logic,&editor_logic);
	
	return 0;
}

And then use the MyNode class on the UnigineScript side:

Source code (UnigineScript)
#include <core/unigine.h>

int init() {

	// create MyNode
	MyNode my_node_0 = new MyNode();
	my_node_0.setWorldTransform(Mat4(translate(0.0f, 0.0f, 1.0f)));

	// create NodeExtern by class ID
	NodeExtern node = new NodeExtern(1);
	MyNode my_node_1 = class_cast("MyNode", node.getNodeExtern());
	my_node_1.setWorldTransform(Mat4(translate(0.0f, 0.0f, -1.0f)));

	return 1;
}

NodeExternBase Class

Members


template <class Type>

static addClassID ( int class_id ) #

Registers the custom node class with a unique class ID.
Source code (C++)
// register the MyNode class
NodeExternBase::addClassID<MyNode>(1);

Arguments

  • int class_id - Unique class ID.

void copy ( NodeExternBase * node, int is_root ) #

Copies the current custom node into the given one.

Arguments

  • NodeExternBase * node - Pointer to a target node.
  • int is_root - Unique class ID.

BoundBox getBoundBox ( ) #

Returns the bounding box of the custom node.

Return value

The bounding box.

BoundSphere getBoundSphere ( ) #

Returns the bounding sphere of the custom node.

Return value

The bounding sphere.

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.

Ptr<NodeExtern> getNodeExtern ( ) #

Returns the NodeExtern instance that is created on loading the custom node.

Return value

NodeExtern smart pointer.

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

Loads a node state from the Xml.

Arguments

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

Return value

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

void renderHandler ( ) #

Renders the handler for the custom user-defined node.

void renderVisualizer ( ) #

Renders the visualizer for the custom user-defined node.
Notice
You should enable the engine visualizer by the show_visualizer 1 console command.

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

Saves a node 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();
node->saveState(blob_state);

// change state
//...//

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

// change state
//...//

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

Arguments

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

Return value

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

void swap ( NodeExternBase * node ) #

Swaps two custom nodes.

Arguments

  • NodeExternBase * node - Pointer to the custom node to swap.

void updateEnabled ( ) #

Updates enabled.

void updateTransform ( ) #

Updates transformation matrix of the custom node.
Last update: 19.04.2024
Build: ()