Unigine::Node Class
Header: | #include <UnigineNode.h> |
In terms of Unigine, all of the objects added into the scene are called nodes. Node is a generic entity representing any object that is positioned and stored in the world. The node is created and stored in the world. All changes are saved into the .world file. The node can be saved into an external .node file and then imported into the world when necessary. Also it is possible to create a reference to the exported node.
You can associate any string data (written directly into a *.node or a *.world file) or an arbitrary user variable with a node.
See Also
Node Class
Members
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.BoundBox getBoundBox()
Returns the bounding box of the node.Return value
The bounding box.BoundSphere getBoundSphere()
Returns the bounding sphere of the node.Return value
Bounding sphere of the 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 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.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.
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 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.
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.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.
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 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.void setEnabled(int enabled)
Enables or disables the node.Arguments
- int enabled - 1 to enable the node, 0 to disable it.
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.int isEnabledSelf()
Returns a value indicating if the node is enabled.Return value
Returns 1 if the node is enabled; otherwise, 0.isExtern()
int isField()
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.
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 isGeodetic()
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.
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 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 getID()
Returns a unique identifier of the node.Return value
Unique node identifier.Math::Mat4 getIWorldTransform()
Returns the inverse transformation of the node for transformations in the world coordinates.Return value
Inverse 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.
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.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.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.void setName(const char * name)
Sets a name for the node.Arguments
- const char * name - New name of the node.
const char * getName()
Returns a name of the node.Return value
Name of the 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.Ptr<Node> getNode()
Returns a node pointer.Return value
Node pointer.Ptr<Node> getNode(int id)
Returns a node pointer.Arguments
- int id - Node identifier.
Return value
Node pointer.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.int isNode(int id)
Check the node pointer.Arguments
- int id - Node pointer.
Return value
Returns 1 if the node is valid; otherwise, 0.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.
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 setNodePosition(const Math::Vec3 & pos)
Updates the node position.Arguments
- const Math::Vec3 & pos - New position in the local space.
Math::Vec3 getNodePosition()
Returns the node position.Return value
The node position in the local space.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.
Math::quat getNodeRotation()
Returns the node rotation.Return value
The node rotation 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.
Math::vec3 getNodeScale()
Returns scale of the node.Return value
Scale in the local space.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.
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.void setNodeWorldPosition(const Math::Vec3 & pos)
Updates the node position.Arguments
- const Math::Vec3 & pos - New position in the world space.
Math::Vec3 getNodeWorldPosition()
Returns the node position.Return value
The node position in the world 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.
Math::quat getNodeWorldRotation()
Returns the node rotation.Return value
The node rotation in the local space.void setNodeWorldScale(const Math::vec3 & s)
Arguments
- const Math::vec3 & s
Math::vec3 getNodeWorldScale()
Returns scale of the node.Return value
Scale in the local space.int getNumChildren()
Returns the number of child nodes.Return value
Number of child nodes.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<Body> getObjectBody()
Ptr<BodyRigid> getObjectBodyRigid()
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 isOwner()
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.
Ptr<Node> getParent()
Returns the parent of the node.Return value
Parent node if exists; otherwise, NULL.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.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.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.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.Ptr<Property> getProperty()
Returns the node property smart pointer.Return value
Node property smart pointer, if exists; otherwise, NULL.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 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.Ptr<Node> getRootNode()
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.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 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.
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 setTransform(const Math::Mat4 & transform)
Sets the transformation matrix for the node in its parent coordinates.Arguments
- const Math::Mat4 & transform - New transformation matrix.
Math::Mat4 getTransform()
Returns the transformation matrix of the node in its parent coordinates.Return value
Transformation matrix.int getType()
Returns a type of the node.Return value
Node type identifier.int getTypeId(const char * type)
Arguments
- const char * type
const char * getTypeName()
Returns a name of the node type.Return value
Node type name.const char * getTypeName(int type)
Arguments
- int type
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.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.Math::vec3 getWorldBack()
UNIGINE_BOUND_BOX getWorldBoundBox()
Returns the world bounding box of the node.Return value
World bounding box.UNIGINE_BOUND_SPHERE getWorldBoundSphere()
Returns the world bounding sphere of the node.Return value
World bounding sphere.Math::vec3 getWorldDown()
Math::vec3 getWorldForward()
Math::vec3 getWorldLeft()
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.
Math::vec3 getWorldRight()
Ptr<WorldSector> getWorldSector()
Returns a sector, in which the node is located.Return value
World sector.void setWorldTransform(const Math::Mat4 & transform)
Sets the transformation matrix for the node in the world coordinates.Arguments
- const Math::Mat4 & transform - Transformation matrix.
Math::Mat4 getWorldTransform()
Returns the transformation matrix of the node in the world coordinates.Return value
Transformation matrix.Math::vec3 getWorldUp()
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.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.
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> clone()
Clones the current node.Return value
Cloned node.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<Node> findNode(const char * name, int recursive = 0)
Arguments
- const char * name
- int recursive
void grab()
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.void release()
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.
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.
void renderVisualizer()
Renders a bounding box / sphere of the object.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
1 if the node state is restored successfully; otherwise, 0.void rotate(const Math::quat & r)
Arguments
- const Math::quat & r
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.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 scale(const Math::vec3 & s)
Arguments
- const Math::vec3 & s
void swap(const Ptr<Node> & n)
Swaps two nodes.Arguments
- const Ptr<Node> & n - Node to swap.
Math::vec3 toLocal(const Math::Vec3 & p)
Arguments
- const Math::Vec3 & p
Math::Vec3 toWorld(const Math::vec3 & p)
Arguments
- const Math::vec3 & p
void translate(const Math::Vec3 & t)
Arguments
- const Math::Vec3 & t
void worldLookAt(const Math::Vec3 & target, const Math::vec3 & up)
Arguments
- const Math::Vec3 & target
- const Math::vec3 & up
void worldLookAt(const Math::Vec3 & target)
Arguments
- const Math::Vec3 & target
void worldRotate(const Math::quat & r)
Arguments
- const Math::quat & r
void worldScale(const Math::vec3 & s)
Arguments
- const Math::vec3 & s
void worldTranslate(const Math::Vec3 & t)
Arguments
- const Math::Vec3 & t
int DECAL_BEGIN
int DECAL_END
int DECAL_MESH
Description
Mesh decal.int DECAL_ORTHO
Description
Orthographic decal.int DECAL_PROJ
Description
Projected decal.int DUMMY
Description
Dummy node.int EXTERN
Description
Extern node.int FIELD_ANIMATION
Description
Field Animation node.int FIELD_BEGIN
int FIELD_END
int FIELD_HEIGHT
int FIELD_SHORELINE
int FIELD_SPACER
Description
Field Spacer node.int GEODETIC_BEGIN
int GEODETIC_END
int GEODETIC_PIVOT
int LAYER
Description
Node layer containing parent layer and all its child nodes. See the NodeLayer class.int LIGHT_BEGIN
int LIGHT_END
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 NAVIGATION_BEGIN
int NAVIGATION_END
int NAVIGATION_MESH
Description
Mesh-based navigation area across which pathfinding is performed.int NAVIGATION_SECTOR
Description
Sector within which pathfinding is performed.int NODE_DUMMY
int NODE_EXTERN
int NODE_LAYER
int NODE_PIVOT
int NODE_REFERENCE
int NODE_TRIGGER
int NUM_DECALS
int NUM_FIELDS
int NUM_GEODETICS
int NUM_LIGHTS
int NUM_NAVIGATIONS
int NUM_NODES
int NUM_OBJECTS
int NUM_OBSTACLES
int NUM_PHYSICALS
int NUM_PLAYERS
int NUM_SOUNDS
int NUM_WORLDS
int OBJECT_BEGIN
int OBJECT_BILLBOARDS
Description
Billboards object for rendering a high number of billboards. See the ObjectBillboard class.int OBJECT_DUMMY
Description
Dummy object. See the ObjectDummy class.int OBJECT_DYNAMIC
Description
Dynamic object. See the ObjectDynamic class.int OBJECT_END
int OBJECT_EXTERN
Description
Extern object. See the ObjectExtern class.int OBJECT_GRASS
Description
Grass.int OBJECT_GUI
Description
GUI object. See the ObjectGui class.int OBJECT_GUI_MESH
Description
GUI mesh object. See the ObjectGuiMesh 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_DYNAMIC
Description
Dynamic mesh object. See the ObjectMeshDynamic class.int OBJECT_MESH_SKINNED
Description
Skinned mesh object. See the ObjectMeshSkinned class.int OBJECT_MESH_STATIC
Description
Static mesh object. See the ObjectMeshStatic class.int OBJECT_PARTICLES
Description
Particles object. See the ObjectParticles class.int OBJECT_SKY
Description
Sky object. See the ObjectSky class.int OBJECT_TERRAIN
Description
Terrain object. See the ObjectTerrain class.int OBJECT_TEXT
Description
Text object. See the ObjectText class.int OBJECT_VOLUME_BOX
Description
Volume box object. See the ObjectVolumeBox 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_VOLUME_SPHERE
Description
Volume sphere object. See the ObjectVolumeSphere class.int OBJECT_WATER_GLOBAL
int OBJECT_WATER_MESH
Description
Water mesh object. See the ObjectWaterMesh class.int OBSTACLE_BEGIN
int OBSTACLE_BOX
Description
Obstacle in the shape of a box avoided by pathfinding.int OBSTACLE_CAPSULE
Description
Obstacle in the shape of a capsule avoided by pathfinding.int OBSTACLE_END
int OBSTACLE_SPHERE
Description
Obstacle in the shape of a sphere avoided by pathfinding.int PHYSICAL_BEGIN
int PHYSICAL_END
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_TRIGGER
Description
Physical trigger. See the PhysicalTrigger class.int PHYSICAL_WATER
Description
Physical water object that has no visual representation. See the PhysicalWater class.int PHYSICAL_WIND
Description
Physical wind object. See the PhysicalWind class.int PIVOT
Description
Node that helps to control rotation and transformation of its children.int PLAYER_ACTOR
Description
Acting player. See the PlayerActor class.int PLAYER_BEGIN
int PLAYER_DUMMY
Description
Dummy player. See the PlayerDummy class.int PLAYER_END
int PLAYER_PERSECUTOR
Description
Persecuting player. See the PlayerPersecutor class.int PLAYER_SPECTATOR
Description
Observing player. See the PlayerSpectator class.int REFERENCE
Description
Node that references an external NODE file. See the NodeReference class.int SOUND_BEGIN
int SOUND_END
int SOUND_REVERB
Description
Sound reverberation zone. See the SoundReverb class.int SOUND_SOURCE
Description
Sound source. See the SoundSource class.int TRIGGER
Description
Dummy node that can fire callbacks on its enabling/disabling or repositioning. See the NodeTrigger class.int WORLD_BEGIN
int WORLD_CLUSTER
Description
Node cluster. See the WorldCluster class.int WORLD_CLUTTER
Description
World clutter. See the WorldClutter class.int WORLD_END
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_LAYER
Description
World layer. See the WorldLayer 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_PORTAL
Description
World portal. See the WorldPortal class.int WORLD_SECTOR
Description
World sector. See the WorldSector class.int WORLD_SWITCHER
Description
Node switcher (to switch off parts of the world). See the WorldSwitcher class.int WORLD_TRANSFORM_BONE
Description
Bone defined transformer. See the WorldTransformBone class.int WORLD_TRANSFORM_PATH
Description
Path defined transformer. See the WorldTransformPathint WORLD_TRIGGER
Description
World trigger. See the WorldTrigger class.Last update: 2017-07-03
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