Unigine::ImportNode Class
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Header: | #include <UnigineImport.h> |
ImportNode Class
Members
void setData ( void * data ) #
Sets a new metadata of the imported node.
Arguments
- void * data - The node metadata.
void * getData() const#
Returns the current metadata of the imported node.
Return value
Current node metadata.void setFilepath ( const char * filepath ) #
Sets a new path to the output node file.
Arguments
- const char * filepath - The output node file.
const char * getFilepath() const#
Returns the current path to the output node file.
Return value
Current output node file.void setCamera ( const Ptr<ImportCamera>& camera ) #
Sets a new camera node attribute.
Arguments
- const Ptr<ImportCamera>& camera - The Camera attribute: ImportCamera class instance if a camera attribute is assigned to the node; otherwise, nullptr.
Ptr<ImportCamera> getCamera() const#
Returns the current camera node attribute.
Return value
Current Camera attribute: ImportCamera class instance if a camera attribute is assigned to the node; otherwise, nullptr.void setLight ( const Ptr<ImportLight>& light ) #
Sets a new light node attribute.
Arguments
- const Ptr<ImportLight>& light - The light attribute: ImportLight class instance if a light attribute is assigned to the node; otherwise, nullptr.
Ptr<ImportLight> getLight() const#
Returns the current light node attribute.
Return value
Current light attribute: ImportLight class instance if a light attribute is assigned to the node; otherwise, nullptr.void setMesh ( const Ptr<ImportMesh>& mesh ) #
Sets a new mesh node attribute.
Arguments
- const Ptr<ImportMesh>& mesh - The mesh attribute: ImportMesh class instance if a mesh attribute is assigned to the node; otherwise, nullptr.
Ptr<ImportMesh> getMesh() const#
Returns the current mesh node attribute.
Return value
Current mesh attribute: ImportMesh class instance if a mesh attribute is assigned to the node; otherwise, nullptr.void setName ( const char * name ) #
Sets a new name of the imported scene node.
Arguments
- const char * name - The scene node name.
const char * getName() const#
Returns the current name of the imported scene node.
Return value
Current scene node name.void setParent ( const Ptr<ImportNode>& parent ) #
Sets a new parent node of the imported scene node.
Arguments
- const Ptr<ImportNode>& parent - The parent node of the imported scene node.
Ptr<ImportNode> getParent() const#
Returns the current parent node of the imported scene node.
Return value
Current parent node of the imported scene node.void setTransform ( const const Math::dmat4 && transform ) #
Sets a new transformation matrix of the imported scene node.
Arguments
- const const Math::dmat4 && transform - The Node's transformation matrix.
const Math::dmat4 & getTransform() const#
Returns the current transformation matrix of the imported scene node.
Return value
Current Node's transformation matrix.ImportNode ( ) #
Constructor. Creates an empty ImportNode instance.void addChild ( const Ptr<ImportNode> & node ) #
Adds the specified node as a child to the imported scene node.Arguments
- const Ptr<ImportNode> & node - Node to be added as a child to the imported node.
bool removeChild ( const Ptr<ImportNode> & node ) #
Removes the specified node from the list of children of the imported scene node.Arguments
- const Ptr<ImportNode> & node - Node to be removed from the list of children.
Ptr<ImportNode> getChild ( int index ) const#
Returns the child node of the imported node having the specifed index.Arguments
- int index - Child node index within the range from 0 to (total number of children - 1).
Return value
Child node of the imported node with the specified index.int getNumChildren ( ) const#
Returns the number of children of the imported node.Return value
Number of node's children.Last update:
2024-08-16
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