This page has been translated automatically.
Видеоуроки
Интерфейс
Основы
Продвинутый уровень
Подсказки и советы
Основы
Программирование на C#
Рендеринг
Профессиональный уровень (SIM)
Принципы работы
Свойства (properties)
Компонентная Система
Рендер
Режимы вывода изображения
Физика
Браузер SDK 2
Лицензирование и типы лицензий
Дополнения (Add-Ons)
Демонстрационные проекты
API Samples
Редактор UnigineEditor
Обзор интерфейса
Работа с ассетами
Контроль версий
Настройки и предпочтения
Работа с проектами
Настройка параметров ноды
Setting Up Materials
Настройка свойств
Освещение
Sandworm
Использование инструментов редактора для конкретных задач
Расширение функционала редактора
Встроенные объекты
Ноды (Nodes)
Объекты (Objects)
Эффекты
Декали
Источники света
Geodetics
World-ноды
Звуковые объекты
Объекты поиска пути
Player-ноды
Программирование
Основы
Настройка среды разработки
Примеры использования
C++
C#
UnigineScript
Унифицированный язык шейдеров UUSL (Unified UNIGINE Shader Language)
Плагины
Форматы файлов
Материалы и шейдеры
Rebuilding the Engine Tools
Интерфейс пользователя (GUI)
Двойная точность координат
API
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
Работа с контентом
Оптимизация контента
Материалы
Визуальный редактор материалов
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Учебные материалы

Unigine::Plugins::IG::ComponentBaseInterface Class

Header: #include <plugins/Unigine/IG/UnigineIG.h>

All components that are required to work in IG should be inherited from this class. Its methods saveState() and restoreState() are used only for ExtraSlaves that are connected not from the very beginning and have to start somewhere in the middle of simulation. These methods should be overriden for synchronization between the Syncker channels.

Usage Example#

The WaterDropAircraftController component described here illustrates the use of saveState() and restoreState(): if Master has already discharged a certain portion of water and then a Slave is connected, the Slave won't discharge the total volume again — Master saves the current payload and sends it to the Slave, and the Slave discharges only the remaining volume of water.

Source code (C++)
// WaterDropAircraftController.cpp

/.../

void WaterDropAircraftController::saveState(const BlobPtr &blob)
{
	// master logic 
	// when new slave is connected
	blob->writeBool(open > 0);
	blob->writeFloat(normalize_flow);
	blob->writeFloat(current_payload);
}

void WaterDropAircraftController::restoreState(const BlobPtr &blob)
{
	// slave logic
	// new slave received these parameters
	open = blob->readBool();
	normalize_flow = blob->readFloat();
	current_payload = blob->readFloat();
}

The complete WaterDropAircraftController component code is provided here.

ComponentBaseInterface Class

Members


void saveState ( const BlobPtr & blob ) #

Saves the state of the component. Is used in code writing the component data to be synchronized to a blob on the Master. This method is used for synchronization of ExtraSlaves that are connected after the simulation has started and is triggered once at the Slave connection. Here's an example from the WaterDropAircraftController component:

Source code (C++)
void WaterDropAircraftController::saveState(const BlobPtr &blob)
{
	// master logic 
	// when new slave is connected
	blob->writeBool(open > 0);
	blob->writeFloat(normalize_flow);
	blob->writeFloat(current_payload);
}

Arguments

  • const BlobPtr & blob - Target Blob to which the current component data (its internal state, any parameters, commands, etc.) is to be saved.

void restoreState ( const BlobPtr & blob ) #

Restores the state of the component. Is used in code reading the data from the blob on Slaves. This method is used for synchronization of ExtraSlaves that are connected after the simulation has started and is triggered once at the Slave connection. Here's an example from the WaterDropAircraftController component:

Source code (C++)
void WaterDropAircraftController::restoreState(const BlobPtr &blob)
{
	// slave logic
	// new slave received these parameters
	open = blob->readBool();
	normalize_flow = blob->readFloat();
	current_payload = blob->readFloat();
}

Arguments

  • const BlobPtr & blob - Source Blob from which the current component data (its internal state, any parameters, commands, etc.) is to be loaded.
Last update: 16.08.2024
Build: ()