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Unigine::NodeExternBase Class

Header: #include <UnigineNodes.h>
Inherits: 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, desctructor 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 UNIGINE_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 UNIGINE_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(UNIGINE_VERSION,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(UNIGINE_VERSION,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.

NodeExternBase * copy ( ) #

Copies the current custom node into the given one.

Return value

Pointer to the custom node.

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.

UNIGINE_BOUND_BOX getWorldBoundBox ( ) #

Returns the world bounding box of the custom node.

Return value

World bounding box.

UNIGINE_BOUND_SPHERE getWorldBoundSphere ( ) #

Returns the world bounding sphere of the custom node.

Return value

World bounding sphere.

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.

void grab ( ) #

Sets the owner flag to 1 for the node pointer. The node should not be handled by the class after this function is called.

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 release ( ) #

Sets the owner flag to 0 for the node pointer. The node should be handled by the class after this function is called.

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.

int restoreState ( const Ptr<Stream> & stream ) #

Restores a node state from the stream.

Arguments

  • const Ptr<Stream> & stream - Stream smart pointer.

Return value

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

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

Saves a node state into the stream.

Arguments

  • const Ptr<Stream> & stream - Stream smart pointer.

Return value

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

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

Saves a node state into the Xml.

Arguments

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

Return value

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

void swap ( NodeExternBase * n ) #

Swaps two custom nodes.

Arguments

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

void updateEnabled ( ) #

Updates enabled.

void updatePosition ( ) #

Updates a position of the custom node.

void updateTransform ( ) #

Updates transformation matrix of the custom node.
Last update: 16.08.2019
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