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:
14.01.2020
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