Programming
Fundamentals
Setting Up Development Environment
UnigineScript
High-Level Systems
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
Rendering-Related Classes

Unigine::NodePivot Class

Header:#include <UnigineNodes.h>
Inherits:Node

This class adds a pivot node that can serve as a pivot point for its children and allows for easy control over their transformation. It has two matrices: one sets the basis of rotation (the pivot point transformation matrix), and another one describes local transformation for children nodes relative to the pivot point.

Notice
It has virtually zero influence on performance and shares all common options that other nodes have.

See Also

  • Article on the Pivot node

NodePivot Class

Members


static NodePivotPtr create()

Create a pivot node (with the pivot and local transformation matrices equal to mat4_identity).

Ptr<NodePivot> cast(const Ptr<Node> & node)

Arguments

  • const Ptr<Node> & node

void setLocalTransform(const Math::mat4 & transform)

Sets a matrix that controls local transformations of children nodes.

Arguments

  • const Math::mat4 & transform - Local transformation matrix.

Math::mat4 getLocalTransform()

Gets a matrix that controls local transformations.

Return value

Local transformation matrix.

void setPivotTransform(const Math::mat4 & transform)

Sets a pivot matrix that controls basis transformations for children nodes.

Arguments

  • const Math::mat4 & transform - Pivot transformation matrix.

Math::mat4 getPivotTransform()

Gets a matrix that controls basis transformations for children nodes.

Return value

Local transformation matrix.

int type()

Last update: 2017-07-03