Unigine::WorldExternBase Class
Header: | #include <UnigineWorld.h> |
Inherits: | Base |
WorldExternBase Class
Members
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.int isOwner()
Returns the owner flag of the pointer. If the pointer is owner, on its deletion the object also will be deleted.Return value
The owner flag.Ptr<WorldExtern> getWorldExtern()
Returns the WorldExtern smart pointer.Return value
WorldExtern smart pointer.void grab()
Sets the owner flag to 1 for the world pointer. The world should not be handled by the class after this function is called.int loadWorld(const Ptr<Xml> & xml)
Loads a world state from the Xml.Arguments
- const Ptr<Xml> & xml - Xml smart pointer.
Return value
Returns 1 if the world state was successfully loaded; otherwise, 0.void preRender(float ifps)
Arguments
- float ifps
void release()
Sets the owner flag to 0 for the world pointer. The world should be handled by the class after this function is called.void renderHandler()
Renders the handler for the external world.void renderVisualizer()
Renders the visualizer.You should enable the engine visualizer by the show_visualizer 1 console command.
int restoreState(const Ptr<Stream> & stream)
Restores a world state from the stream.This function is deprecated and will be removed in the next release.
Arguments
- const Ptr<Stream> & stream - Stream smart pointer.
Return value
1 if the world state was successfully restored; otherwise, 0.int saveState(const Ptr<Stream> & stream)
Saves a world state into the stream.This function is deprecated and will be removed in the next release.
Arguments
- const Ptr<Stream> & stream - Stream smart pointer.
Return value
Returns 1 if the world state was successfully saved; otherwise, 0.int saveWorld(const Ptr<Xml> & xml)
Saves a world state into the Xml.Arguments
- const Ptr<Xml> & xml - Xml smart pointer.
Return value
1 if the world state was successfully saved; otherwise, 0.void update(float ifps)
Update function. It is called when the node is visible.Arguments
- float ifps - Inverse FPS value.
void updateEnabled()
Updates enabled.void updatePosition()
Updates a position of the external world.void updateTransform()
Updates transformation matrix of the external world.Last update: 10.08.2018
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