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.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.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.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.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.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.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.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
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.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:
// 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
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:
// 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
Return value
true on success; otherwise, false.int saveWorld ( const Ptr<Xml> & xml ) #
Saves an object state into the Xml.Arguments
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, falseLast update:
13.12.2024
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