Unigine::NodeExtern Class
Header: | #include <UnigineNodes.h> |
Inherits: | Node |
NodeExtern is a custom user-defined node created via API. The NodeExtern class is a wrapper for implementation of a custom node class inherited from the NodeExternBase class.
A NodeExtern node is created when the engine loads an instance of the custom node class. It can also be created directly by using the class constructor with a custom node class ID as an argument. In both cases, the NodeExtern node wraps the custom node class inherited from the NodeExternBase.
A custom user-defined node is created as follows:
The custom user-defined node can be implemented on the C++ side only. So you should implement the custom node class in C++ and then use it on the C++ or UnigineScript side.
- Inherit a custom node class from NodeExternBase:
#include <UnigineNodes.h> using namespace Unigine; // inherit a custom class from NodeExternBase class MyNode : public NodeExternBase { };
- Implement logic of the custom node and register the class via NodeExternBase::addClassID():
The custom node class isn't a node, as the NodeExternBase class isn't inherited from the Node class.If required, the custom node class can be exported to UnigineScript.
#include <UnigineNodes.h> #include <UnigineEngine.h> #include "AppSystemLogic.h" #include "AppWorldLogic.h" #include "AppEditorLogic.h" using namespace Unigine; // inherit a custom class from NodeExternBase class MyNode : public NodeExternBase { public: // constructors MyNode(){} MyNode(void *node) : NodeExternBase(node){} // destructor virtual ~MyNode(){} // unique class ID virtual int getClassID() {return 1;} // set world transformation of the node void setWorldTransform(const UNIGINE_MAT4 &transform) {getNode()->setWorldTransform(transform);} // other methods // ... }; int main(int argc,char *argv[]) { // register the MyNode class NodeExternBase::addClassID<MyNode>(1); Unigine::EnginePtr engine(UNIGINE_VERSION,argc,argv); AppSystemLogic system_logic; AppWorldLogic world_logic; AppEditorLogic editor_logic; engine->main(&system_logic,&world_logic,&editor_logic); return 0; }
- Create a custom node in one of the following ways:
If the class has been exported to UnigineScript, you can perform the same on the UnigineScript side:
// create a MyNode pointer directly: a NodeExtern node will be created as well MyNode *my_node_0 = new MyNode(); // obtain the NodeExtern node my_node_0->getNodeExtern(); // create a NodeExtern instance by MyNode's class ID NodeExternPtr my_node_1 = NodeExtern::create(1); // obtain the MyNode pointer if required MyNode *my_node_2 = (MyNode*)my_node_1->getNodeExtern();
// create a MyNode pointer directly: a NodeExtern node will be created as well MyNode my_node_0 = new MyNode(); // obtain the NodeExtern node my_node_0.getNodeExtern(); // create a NodeExtern instance by MyNode's class ID NodeExtern my_node_1 = new NodeExtern(1); // obtain MyNode if required MyNode my_node_2 = class_cast("MyNode", node.getNodeExtern());
See Also
- The NodeExternBase class for the complete usage example of the NodeExtern and NodeExternBase classes.
NodeExtern Class
Members
static NodeExternPtr create(int class_id)
Constructor. Creates a custom user-defined node. An instance of the custom node class will be created as well.Arguments
- int class_id - Unique class ID.
Ptr<NodeExtern> cast(const Ptr<Node> & node)
Casts a NodeExtern out of the Node instance.Arguments
- const Ptr<Node> & node - Pointer to Node.
Return value
Pointer to NodeExtern.int getClassID()
Returns the class ID of the node.Return value
Class ID if the node exists; otherwise, 0.NodeExternBase * getNodeExtern()
Returns the pointer to the custom node class.// create a NodeExtern instance by MyNode's class ID
NodeExternPtr my_node_1 = NodeExtern::create(1);
// get the MyNode pointer
MyNode *my_node_2 = (MyNode*)my_node_1->getNodeExtern();
Return value
Pointer to the custom node class.int type()
Returns the type of the node.Return value
NodeExtern type identifier.Last update: 10.08.2018
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