Node Class
Interface for node handling. See also UnigineScript analog.
To use this class, include the UnigineNode.h file.
Node Class
Members
void setTransform (const Math::Mat4 & transform)
Sets the transformation matrix for the node in its parent coordinates.Arguments
- const Math::Mat4 & transform - New transformation matrix.
void setLatest (int latest)
Sets a flag that forces a node to be updated the last of all, after states of all other nodes were updated. For example, a post update flag is useful to draw nodes strictly in front of the camera (after a Player has updated its transformations). By default, this flag is set to 0.Arguments
- int latest - Positive value to update a node last of all; otherwise, 0.
Ptr<Property> getProperty ()
Returns the node property smart pointer.Return value
Node property smart pointer, if exists; otherwise, NULL.int isNode (const Ptr<Node> & node)
Check the node pointer.Arguments
- const Ptr<Node> & node - Node pointer.
Return value
Returns 1 if the node is valid; otherwise, 0.BoundSphere getBoundSphere ()
Returns the bounding sphere of the node.Return value
Bounding sphere of the node.int isObstacle ()
Returns a value indicating if a given node is an obstacle node.Return value
Returns 1 if the given node is an obstacle node; otherwise, 0.int getType ()
Returns a type of the node.Return value
Node type identifier.int setID (int id)
Sets a unique identifier to the node.Arguments
- int id - Node identifier.
Return value
Returns 1 if the node ID is set successfully; otherwise, 0.int saveState (const Ptr<Stream> & stream)
Saves a node state into the stream.Arguments
- const Ptr<Stream> & stream - Stream smart pointer.
Return value
1 if the node state is saved successfully; otherwise, 0.void setNodeWorldPosition (const Math::Vec3 & pos)
Updates the node position.Arguments
- const Math::Vec3 & pos - New position in the world space.
UNIGINE_BOUND_SPHERE getWorldBoundSphere ()
Returns the world bounding sphere of the node.Return value
World bounding sphere.void setParent (const Ptr<Node> & parent)
Sets the new parent for the node. Transformations of the current node will be done in the coordinates of the parent.Arguments
- const Ptr<Node> & parent - New parent node.
int isVisible ()
Returns a value indicating if the node was shown in the viewport in the previous frame and, therefore, is updated.Return value
1 if the node was visible; otherwise, 0.void setCollider (int collider)
Updates a value indicating if collision test enabled for the node.Arguments
- int collider - Positive number to enable collision test, 0 to disable.
void setNodeDirection (const Math::vec3 & dir, const Math::vec3 & up)
Updates the direction vector of the node. By default, a direction vector points along -Z axis. This function changes its direction and reorients the node.Arguments
- const Math::vec3 & dir - New direction vector in the local space. The direction vector always has unit length.
- const Math::vec3 & up - New up vector in the local space.
int getID ()
Returns a unique identifier of the node.Return value
Unique node identifier.void setSpatial (int spatial)
Updates a value indicating if sectors and portals are used for node visibility determination.Arguments
- int spatial - Positive value to consider sectors and portals; otherwise, 0.
void setFolded (int folded)
Shows or minimizes node children in the node tree hierarchy.Arguments
- int folded - Positive number to minimize node children; 0 to expand node hierarchy.
Math::Vec3 getNodeWorldPosition ()
Returns the node position.Return value
The node position in the world space.Math::quat getNodeWorldRotation ()
Returns the node rotation.Return value
The node rotation in the local space.void setEnabled (int enabled)
Enables or disables the node.Arguments
- int enabled - 1 to enable the node, 0 to disable it.
void setNodePosition (const Math::Vec3 & pos)
Updates the node position.Arguments
- const Math::Vec3 & pos - New position in the local space.
Math::vec3 getAngularVelocity ()
Returns the angular velocity of the node's physical body in the local space.Return value
Angular velocity in the local space.int loadWorld (const Ptr<Xml> & xml)
Loads a node state from the Xml.Arguments
- const Ptr<Xml> & xml - Xml smart pointer.
Return value
1 if the node state is loaded successfully; otherwise, 0.int isClutter ()
Returns a value indicating if the node is a clutter object.Return value
Returns 1 if the node is a clutter object; otherwise, 0.void swap (const Ptr<Node> & n)
Swaps two nodes.Arguments
- const Ptr<Node> & n - Node to swap.
int isGeodetic ()
Return value
int isWorld ()
Returns a value indicating if a given node is a world node.Return value
Return 1 if the given node is a world node; otherwise, 0.void addWorldChild (const Ptr<Node> & n)
Adds a child to the node. Transformations of the new child will be done in the world coordinates.Arguments
- const Ptr<Node> & n - New child node.
Ptr<Node> getChild (int num)
Returns the node child by its number.Arguments
- int num - Number of the child.
Return value
Child node.int isNavigation ()
Returns a value indicating if a given node is a navigation node.Return value
Returns 1 if the given node is a navigation node; otherwise, 0.void setNodeWorldScale (const Math::vec3 & s)
Arguments
- const Math::vec3 & s
Math::Mat4 getIWorldTransform ()
Returns the inverse transformation of the node for transformations in the world coordinates.Return value
Inverse transformation matrix.Math::quat getNodeRotation ()
Returns the node rotation.Return value
The node rotation in the local space.int isShadow ()
Returns a value indicating if the node was a shadow caster in the previous frame and, therefore, is updated.Return value
1 if the node was a shadow caster; otherwise, 0.void setData (const char * data)
Sets user data associated with the node.- If the node was loaded from the *.node file, data is saved directly into the data tag of this file.
- If the node is loaded from the *.world file, data is saved into the Node data tag of the *.world file.
- If the node is loaded from the *.world file as a NodeReference, data will be saved to the NodeReference data tag of the *.world file.
Arguments
- const char * data - New user string data. Data can be an xml formatted string.
Ptr<Node> getNode ()
Returns a node pointer.Return value
Node pointer.void removeChild (const Ptr<Node> & n)
Removes a child node (added by the addChild() method) from the list of children.Arguments
- const Ptr<Node> & n - Child node to remove.
Math::vec3 getLinearVelocity ()
Returns the linear velocity of the node's physical body in the local space.Return value
Linear velocity in the local space.int isNode (int id)
Check the node pointer.Arguments
- int id - Node pointer.
Return value
Returns 1 if the node is valid; otherwise, 0.Math::vec3 getWorldVelocity (const Math::Vec3 & point)
Returns linear velocity of a point of the node's physical body in the world space.Arguments
- const Math::Vec3 & point - A target point.
Return value
Linear velocity in the world space.const char * getTypeName ()
Returns a name of the node type.Return value
Node type name.Math::vec3 getNodeDirection ()
Returns the normalized direction vector of the node. By default, a direction vector points along the mesh local -Z axis. It always has an unit length.Return value
Normalized direction vector in the local space.void setNodeScale (const Math::vec3 & s)
Updates the node scale.Arguments
- const Math::vec3 & s - New scale in the local space.
const char * getName ()
Returns a name of the node.Return value
Name of the node.Ptr<Node> clone ()
Clones the current node.Return value
Cloned node.Ptr<BodyRigid> getObjectBodyRigid ()
Return value
Ptr<Node> getNode (int id)
Returns a node pointer.Arguments
- int id - Node identifier.
Return value
Node pointer.int setProperty (const char * name)
Sets a given property to the node.Arguments
- const char * name - Name of the property.
Return value
1 if the property is set successfully; otherwise, 0.int restoreState (const Ptr<Stream> & stream)
Restores a node state from the stream.Arguments
- const Ptr<Stream> & stream - Stream smart pointer.
Return value
1 if the node state is restored successfully; otherwise, 0.Math::Mat4 getWorldTransform ()
Returns the transformation matrix of the node in the world coordinates.Return value
Transformation matrix.void addChild (const Ptr<Node> & n)
Adds a child to the node. Transformations of the new child will be done in the coordinates of the parent.Arguments
- const Ptr<Node> & n - New child node.
int isQuery ()
Returns a value indicating if occlusion query is used for the node. The default is 0 (not used).Return value
Returns 1 if occlusion query is used; otherwise, 0.UNIGINE_BOUND_BOX getWorldBoundBox ()
Returns the world bounding box of the node.Return value
World bounding box.Ptr<Node> getPossessor ()
Returns a possessor of the node. The following nodes can be possessors:- NodeReference
- WorldCluster
- WorldClutter
- WorldLayer This function can only be applied to a root node inside a node reference.
Return value
Possessor node, if exists; otherwise, NULL.Math::vec3 getNodeWorldDirection ()
Returns the normalized direction vector of the node. By default, a direction vector points along the mesh local -Z axis and is returned in world space coordinates. It always has the unit length.Return value
Normalized direction vector in the world space.int isSound ()
Returns a value indicating if a given node is a sound node.Return value
Returns 1 if the given node is a sound node; otherwise, 0.void setNodeRotation (const Math::quat & rot, int identity = 0)
Updates the node rotation.Arguments
- const Math::quat & rot - New rotation in the local space.
- int identity - 1 to enable scaling of the node, 0 to disable it.
int saveWorld (const Ptr<Xml> & xml)
Saves a node state into the Xml.Arguments
- const Ptr<Xml> & xml - Xml smart pointer.
Return value
1 if the node state is saved successfully; otherwise, 0.void setWorldParent (const Ptr<Node> & n)
Sets the new parent of the node. Transformations of the current node will be done in the world coordinates.Arguments
- const Ptr<Node> & n - New parent node.
int isObject ()
Returns a value indicating if a given node is an object node.Return value
Return 1 if the given node is an object node; otherwise, 0.Ptr<Node> getParent ()
Returns the parent of the node.Return value
Parent node if exists; otherwise, NULL.void renderVisualizer ()
Renders a bounding box / sphere of the object.You should enable the engine visualizer by the show_visualizer 1 console command.
int isField ()
Return value
Ptr<WorldSector> getWorldSector ()
Returns a sector, in which the node is located.Return value
World sector.int isChild (const Ptr<Node> & n)
Checks if a given node is a child of the current node.Arguments
- const Ptr<Node> & n - Node to check.
Return value
Returns 1 if the given node is a child; otherwise, 0.int findChild (const char * name)
Searches for a child node with a given name among all children of the current node.Arguments
- const char * name - Name of the child node.
Return value
Child number, if it is found; otherwise, -1.Ptr<Body> getObjectBody ()
Return value
const char * getData ()
Returns user data associated with the node.- If the node was loaded from the *.node file, data from the data tag of this file is returned.
- If the node is loaded from the *.world file, data from the Node data tag of the *.world file is returned.
- If the node is loaded from the *.world file as a NodeReference, data from the NodeReference data tag of the *.world file is returned.
Return value
User string data. Data can be an xml formatted string.int isHandled ()
Returns a value indicating if the node handle is currently visible.Return value
Returns 1 if the handle is shown; otherwise, 0.int isEnabledSelf ()
Returns a value indicating if the node is enabled.Return value
Returns 1 if the node is enabled; otherwise, 0.Math::Vec3 getNodePosition ()
Returns the node position.Return value
The node position in the local space.void removeWorldChild (const Ptr<Node> & n)
Removes a child node (added by the addWorldChild() method) from the list of children.Arguments
- const Ptr<Node> & n - Child node to remove.
int getNumChildren ()
Returns the number of child nodes.Return value
Number of child nodes.void setWorldTransform (const Math::Mat4 & transform)
Sets the transformation matrix for the node in the world coordinates.Arguments
- const Math::Mat4 & transform - Transformation matrix.
int isLight ()
Returns a value indicating if a given node is a light source.Return value
Return 1 if the given node is a light source; otherwise, 0.void setNodeWorldDirection (const Math::vec3 & dir, const Math::vec3 & up)
Updates the direction vector of the node. By default, a direction vector points along -Z axis. This function changes its direction and reorients the node.Arguments
- const Math::vec3 & dir - New direction vector in the world space. The direction vector always has unit length.
- const Math::vec3 & up - New up vector in the world space.
const char * getPropertyName ()
Returns the name of a property associated with the node.Return value
Property name, if exists; otherwise, NULL.void setQuery (int query)
Updates a value indicating if occlusion query is used for the node.Arguments
- int query - Positive number to use occlusion query, 0 not to use.
int isFolded ()
Returns a value indicating if node children are shown or minimized in the node tree hierarchy.Return value
Return Positive number if node children are hidden in the node tree; otherwise, 0.int isDecal ()
Returns a value indicating if a given node is a decal.Return value
Returns 1 if the given node is a decal; otherwise, 0.int isPhysical ()
Returns a value indicating if a given node is a physical node.Return value
Returns 1 if the given node is a physical node; otherwise, 0.Math::vec3 getNodeWorldScale ()
Returns scale of the node.Return value
Scale in the local space.void setNodeWorldRotation (const Math::quat & rot, int identity = 0)
Updates the node rotation.Arguments
- const Math::quat & rot - New rotation in the world space.
- int identity - 1 to enable scaling of the node, 0 to disable it.
int isPlayer ()
Returns a value indicating if a given node is a player.Return value
Returns 1 if the given node is a player; otherwise, 0.Math::Mat4 getTransform ()
Returns the transformation matrix of the node in its parent coordinates.Return value
Transformation matrix.int isEnabled ()
Returns a value indicating if the node and its parent nodes are enabled.Return value
Returns 1 if the node and its parent nodes are enabled; otherwise, 0.void setName (const char * name)
Sets a name for the node.Arguments
- const char * name - New name of the node.
int isCollider ()
Returns a value indicating if collision test is enabled for the node.Return value
Returns 1 if collision test is enabled for the node; otherwise, 0.int isSpatial ()
Returns a value indicating if sectors and portals are used for node visibility determination.Return value
Returns 1 if sectors and portals are considered; otherwise, 0.void setHandled (int handled)
Sets a value indicating if the node handle is visible. This option is valid only for invisible nodes, such as light and sound sources, particle systems and world-managing nodes (WorldSector, WorldPortal, triggers, expressions, etc.).Arguments
- int handled - Positive value to show the handle, 0 to hide it.
BoundBox getBoundBox ()
Returns the bounding box of the node.Return value
The bounding box.int isLatest ()
Checks if a node is forced to be updated the last of all, after states of all other nodes were updated. For example, a post update flag is useful to draw nodes strictly in front of the camera (after a Player has updated its transformations). By default, this flag is set to 0.Return value
Returns 1 if the node is updated last of all; otherwise, 0.Math::vec3 getNodeScale ()
Returns scale of the node.Return value
Scale in the local space.void setClutter (int clutter)
Updates a value indicating if the node represents a clutter object.Arguments
- int clutter - Positive number to mark the node as a clutter object; otherwise, 0.
isExtern ()
int NODE_DUMMY
int NODE_LAYER
int NODE_PIVOT
int NODE_TRIGGER
int NODE_REFERENCE
int NODE_EXTERN
int WORLD_BEGIN
int WORLD_LAYER
Description
World layer. See the WorldLayer class.int WORLD_SECTOR
Description
World sector. See the WorldSector class.int WORLD_PORTAL
Description
World portal. See the WorldPortal class.int WORLD_TRIGGER
Description
World trigger. See the WorldTrigger class.int WORLD_CLUSTER
Description
Node cluster. See the WorldCluster class.int WORLD_CLUTTER
Description
World clutter. See the WorldClutter class.int WORLD_SWITCHER
Description
Node switcher (to switch off parts of the world). See the WorldSwitcher class.int WORLD_OCCLUDER
Description
World occluder. See the WorldOccluder class.int WORLD_OCCLUDER_MESH
Description
World mesh occluder. See the WorldOccluderMesh class.int WORLD_OCCLUDER_TERRAIN
Description
World terrain occluder. See the WorldOccluderMesh class.int WORLD_TRANSFORM_PATH
Description
Path defined transformer. See the WorldTransformPathint WORLD_TRANSFORM_BONE
Description
Bone defined transformer. See the WorldTransformBone class.int WORLD_EXPRESSION
Description
Node which allows to execute arbitrary expression. See the WorldExpression class.int WORLD_EXTERN
Description
External world. See the WorldExtern class.int WORLD_END
int GEODETIC_BEGIN
int GEODETIC_PIVOT
int GEODETIC_END
int FIELD_BEGIN
int FIELD_SPACER
Description
Field Spacer node.int FIELD_ANIMATION
Description
Field Animation node.int FIELD_END
int LIGHT_BEGIN
int LIGHT_ENVIRONMENT_PROBE
Description
Environment probe. See the LightEnvironmentProbe class.int LIGHT_OMNI
Description
Omni-directional light source. See the LightOmni class.int LIGHT_PROJ
Description
Projected light source. See the LightProj class.int LIGHT_WORLD
Description
World light source. See the LightWorld class.int LIGHT_END
int DECAL_BEGIN
int DECAL_PROJ
Description
Projected decal.int DECAL_ORTHO
Description
Orthographic decal.int DECAL_MESH
Description
Mesh decal.int DECAL_END
int OBJECT_BEGIN
int OBJECT_DUMMY
Description
Dummy object. See the ObjectDummy class.int OBJECT_DYNAMIC
Description
Dynamic object. See the ObjectDynamic class.int OBJECT_MESH_STATIC
Description
Static mesh object. See the ObjectMeshStatic class.int OBJECT_MESH_CLUSTER
Description
Mesh Cluster object. See the ObjectMeshCluster class.int OBJECT_MESH_CLUTTER
Description
Mesh Clutter object. See the ObjectMeshClutter class.int OBJECT_MESH_SKINNED
Description
Skinned mesh object. See the ObjectMeshSkinned class.int OBJECT_MESH_DYNAMIC
Description
Dynamic mesh object. See the ObjectMeshDynamic class.int OBJECT_TERRAIN
Description
Terrain object. See the ObjectTerrain class.int OBJECT_GRASS
Description
Grass.int OBJECT_PARTICLES
Description
Particles object. See the ObjectParticles class.int OBJECT_BILLBOARDS
Description
Billboards object for rendering a high number of billboards. See the ObjectBillboard class.int OBJECT_VOLUME_BOX
Description
Volume box object. See the ObjectVolumeBox class.int OBJECT_VOLUME_SPHERE
Description
Volume sphere object. See the ObjectVolumeSphere class.int OBJECT_VOLUME_OMNI
Description
Volume omni light object. See the ObjectVolumeOmni class.int OBJECT_VOLUME_PROJ
Description
Volume projected light object. See the ObjectVolumeProj class.int OBJECT_GUI
Description
GUI object. See the ObjectGui class.int OBJECT_GUI_MESH
Description
GUI mesh object. See the ObjectGuiMesh class.int OBJECT_WATER_GLOBAL
int OBJECT_WATER_MESH
Description
Water mesh object. See the ObjectWaterMesh class.int OBJECT_SKY
Description
Sky object. See the ObjectSky class.int OBJECT_EXTERN
Description
Extern object. See the ObjectExtern class.int OBJECT_TEXT
Description
Text object. See the ObjectText class.int OBJECT_END
int PLAYER_BEGIN
int PLAYER_DUMMY
Description
Dummy player. See the PlayerDummy class.int PLAYER_SPECTATOR
Description
Observing player. See the PlayerSpectator class.int PLAYER_PERSECUTOR
Description
Persecuting player. See the PlayerPersecutor class.int PLAYER_ACTOR
Description
Acting player. See the PlayerActor class.int PLAYER_END
int PHYSICAL_BEGIN
int PHYSICAL_WIND
Description
Physical wind object. See the PhysicalWind class.int PHYSICAL_FORCE
Description
Physical force node that allows to simulate point forces applied to dynamic objects. See the PhysicalForce class.int PHYSICAL_NOISE
Description
Physical noise node that allows to simulate force field.int PHYSICAL_WATER
Description
Physical water object that has no visual representation. See the PhysicalWater class.int PHYSICAL_TRIGGER
Description
Physical trigger. See the PhysicalTrigger class.int PHYSICAL_END
int NAVIGATION_BEGIN
int NAVIGATION_SECTOR
Description
Sector within which pathfinding is performed.int NAVIGATION_MESH
Description
Mesh-based navigation area across which pathfinding is performed.int NAVIGATION_END
int OBSTACLE_BEGIN
int OBSTACLE_BOX
Description
Obstacle in the shape of a box avoided by pathfinding.int OBSTACLE_SPHERE
Description
Obstacle in the shape of a sphere avoided by pathfinding.int OBSTACLE_CAPSULE
Description
Obstacle in the shape of a capsule avoided by pathfinding.int OBSTACLE_END
int SOUND_BEGIN
int SOUND_SOURCE
Description
Sound source. See the SoundSource class.int SOUND_REVERB
Description
Sound reverberation zone. See the SoundReverb class.int SOUND_END
int NUM_NODES
int NUM_WORLDS
int NUM_GEODETICS
int NUM_FIELDS
int NUM_LIGHTS
int NUM_DECALS
int NUM_OBJECTS
int NUM_PLAYERS
int NUM_PHYSICALS
int NUM_NAVIGATIONS
int NUM_OBSTACLES
int NUM_SOUNDS
int DUMMY
Description
Dummy node.int LAYER
Description
Node layer containing parent layer and all its child nodes. See the NodeLayer class.int PIVOT
Description
Node that helps to control rotation and transformation of its children.int TRIGGER
Description
Dummy node that can fire callbacks on its enabling/disabling or repositioning. See the NodeTrigger class.int REFERENCE
Description
Node that references an external NODE file. See the NodeReference class.int EXTERN
Description
Extern node.Last update: 2017-07-03
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