Unigine::ObjectExternBase Class
Header: | #include <UnigineObjects.h> |
Inherits: | Base |
The base class, from which the custom user-defined objects are inherited.
ObjectExternBase Class
Members
int getClassID ( ) #
Returns a unique class ID.Return value
Unique class ID.int getCollision ( const Math::vec3 & p0, const Math::vec3 & p1, Vector< int > & surfaces ) #
Spatial collision with the bounding box.Arguments
- const Math::vec3 & p0 - Coordinates of the start point of the line.
- const Math::vec3 & p1 - Coordinates of the end point of the line.
- Vector< int > & surfaces - Return array with surface numbers.
Return value
Returns 1 if the array of surfaces is not empty.int getCollision ( const BoundBox & bb, Vector< int > & surfaces ) #
Spatial collision with the bounding box.Arguments
- const BoundBox & bb - Bounding box.
- Vector< int > & surfaces - Return array with surface numbers.
Return value
Returns 1 if the array of surfaces is not empty.int getIntersection ( const Math::vec3 & p0, const Math::vec3 & p1, Math::vec3 * ret_point, Math::vec3 * ret_normal, Math::vec4 * ret_texcoord, int * ret_index, int * ret_instance, int surface ) #
Returns a value indicating that the line intersects the object surface.Arguments
- const Math::vec3 & p0 - Coordinates of the start point of the line.
- const Math::vec3 & p1 - Coordinates of the end point of the line.
- Math::vec3 * ret_point - Intersection point coordinates. Pass NULL if this parameter is not required.
- Math::vec3 * ret_normal - Intersection normal vector. Pass NULL if this parameter is not required.
- Math::vec4 * ret_texcoord - Intersection texture coordinates. Pass NULL if this parameter is not required.
- int * ret_index - Intersected triangle number. Pass NULL if this parameter is not required.
- int * ret_instance - Intersected instance number. Pass NULL if this parameter is not required.
- int surface - Surface number.
Return value
Returns 1 if the intersection occurs.Ptr<Node> getNode ( ) #
Returns the Node smart pointer.Return value
Node smart pointer.int getNumSurfaces ( ) #
Returns the number of object surfaces.Return value
The number of object surfaces.int getNumTriangles ( int surface ) #
Returns the number of triangles.Arguments
- int surface - Surface number.
Return value
Returns the number of triangles.Ptr<Object> getObject ( ) #
Returns the Object smart pointer.Return value
Object smart pointer.Ptr<ObjectExtern> getObjectExtern ( ) #
Returns the ObjectExtern smart pointer.Return value
ObjectExtern smart pointer.float getOpacityDistance ( const Math::Vec3 & camera, int surface ) #
Returns the opacity rendering distance.Arguments
- const Math::Vec3 & camera - World camera position.
- int surface - Surface number.
Return value
Surface rendering distance.int getOrder ( const Math::Vec3 & camera, int surface ) #
Returns the rendering order with respect to the camera position.Arguments
- const Math::Vec3 & camera - World camera position.
- int surface - Surface number.
Return value
Surface rendering order.int isOwner ( ) #
Returns the "owner" flag.Return value
The "owner" flag.int getRandomPoint ( Math::vec3 & ret_point, Math::vec3 & ret_normal, Math::vec3 & ret_velocity, int surface ) #
Returns a random point from a surface.Arguments
- Math::vec3 & ret_point - Random point coordinates.
- Math::vec3 & ret_normal - Random normal vector.
- Math::vec3 & ret_velocity - Random velocity vector.
- int surface - Surface number.
Return value
Returns 1 if the random point is valid.int getResource ( int surface ) #
Returns the unique render resource identifier.Arguments
- int surface - Surface number.
Return value
Surface resource identifier.int getSequence ( const Math::Vec3 & camera, int surface ) #
Returns the rendering sequence with respect to the camera position.Arguments
- const Math::Vec3 & camera - World camera position.
- int surface - Surface number.
Return value
Surface rendering sequence.const char * getSurfaceName ( int surface ) #
Returns the object surface name.Arguments
- int surface - Surface number.
Return value
Surface name.float getTransparentDistance ( const Math::Vec3 & camera, int surface ) #
Returns the transparent rendering distance.Arguments
- const Math::Vec3 & camera - World camera position.
- int surface - Surface number.
Return value
Surface rendering distance.void create ( int surface ) #
Renders a create function.Arguments
- int surface - Surface number.
int findSurface ( const char * name ) #
Returns the number of the object surface by its name.Arguments
- const char * name - Surface name.
Return value
Surface number.void grab ( ) #
Grabs an object. The object should not be handled by the class after this function is called.int hasCreate ( ) #
Returns a value indicating that the object has a create function.Return value
Returns 1 if the object has a create function.int hasLods ( ) #
Returns a value indicating if the object has LODs.Return value
Returns 1 if the object has surface LODs.int hasRender ( ) #
Returns a value indicating that the object has a render function.Return value
Returns 1 if the object has a render function.int hasShadow ( ) #
Returns a value indicating that the object has a shadow function.Return value
Returns 1 if the object has a shadow function.int loadWorld ( const Ptr<Xml> & xml ) #
Loads an object state from the Xml.Arguments
- const Ptr<Xml> & xml - Xml smart pointer.
Return value
Returns 1 if the object state was successfully loaded; otherwise, 0 is returned.void preRender ( float ifps ) #
Arguments
- float ifps
void release ( ) #
Releases an object. The object should be handled by the class after this function is called.void render ( int pass, int surface ) #
Renders a render function.Arguments
- int pass - Rendering pass.
- int surface - Surface number.
void renderHandler ( ) #
Renders the handler.void renderShadow ( int pass, int surface ) #
Renders render function.Arguments
- int pass - Rendering pass.
- int surface - Surface number.
void renderVisualizer ( ) #
Renders the visualizer.You should enable the engine visualizer by the show_visualizer 1 console command.
void resizeSurfaces ( ) #
Resizes all of the object surfaces.int restoreState ( const Ptr<Stream> & stream ) #
Restores an object 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
Returns 1 if the object state was successfully restored; otherwise, 0 is returned.int saveState ( const Ptr<Stream> & stream ) #
Saves an object 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 object state was successfully saved; otherwise, 0 is returned.int saveWorld ( const Ptr<Xml> & xml ) #
Saves an object state into the Xml.Arguments
- const Ptr<Xml> & xml - Xml smart pointer.
Return value
Returns 1 if the object state was successfully saved; otherwise, 0 is returned.void update ( float ifps ) #
Update function.Arguments
- float ifps - Inverse FPS value.
void updateEnabled ( ) #
Updates enabled.void updateEnabled ( int surface ) #
Updates enabled.Arguments
- int surface - Surface number.
void updatePosition ( ) #
Updates a position.void updateSurfaces ( ) #
Updates all of the object surfaces.void updateTransform ( ) #
Updates transformation.Last update:
16.08.2019
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