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Node Class

In terms of Unigine, all of the objects added into the scene are called nodes. Nodes can be of different types, determining their visual representation and behavior.

The node is created and stored in the world. All changes are saved into the .world file.

The node can be also 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


Node getAncestor(int num)

Returns a node ancestor by its number.

Arguments

  • int num - Ancestor ID.

Return value

Ancestor node.

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

The bounding sphere.

Node getChild(int num)

Returns a node child by its number.

Arguments

  • int num - Child ID.

Return value

Child node.

int isChild(Node n)

Checks if a given node is a child of the node.

Arguments

  • Node n - Node to check.

Return value

1 if the given node is a child; otherwise, 0.

void setChildIndex(Node n, int index)

Sets the index for a given child node of the node.

Arguments

  • Node n - Child node.
  • int index - Node index.

int getChildIndex(Node n)

Returns the index of a given child node of the node.

Arguments

  • Node n - Child node.

Return value

Node index.

void setClutter(int clutter)

Sets 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

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

1 if collision test is enabled for the node ; otherwise, 0.

void setData(string data)

Updates 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

  • string data - New user data. Data can contain an XML formatted string.

string getData()

Returns user string 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.
Notice
You can also use setVariable() to associate an arbitrary user variable with a node.

Return value

User string data. Data can contain an XML formatted string.

int isDecal()

Returns a value indicating if the node is a decal node (its type is NODE_DECAL_*).

Return value

1 if the node is a decal node; otherwise, 0.

vec3 getDirection()

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 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

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

1 if the node is enabled; otherwise, 0.

int isExtern()

Returns a value indicating if the node is an extern node (its type is one of the following: NODE_EXTERN, OBJECT_EXTERN, WORLD_EXTERN).

Return value

1 if the node is an extern node; otherwise, 0.

int isField()

Returns a value indicating if the node is a field node (its type is one of the FIELD_*).

Return value

1 if the node is a field node; 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.

int isFolded()

Returns a value indicating if node children are displayed or minimized in the node tree hierarchy.

Return value

Positive number if node children are hidden in the node tree; otherwise, 0.

int isGeodetic()

Returns a value indicating if the node is a geodetic-related node.

Return value

1 if the node is a geodetic-related node; otherwise, 0.

void setHandled(int handled)

Disables or shows the node handle. This option is valid only for invisible nodes, such as light and sound sources, particle systems and world-managing nodes (WorldSector, WorldPortal, WorldOccluder, 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 displayed. This option is valid only for invisible nodes, such as light and sound sources, particle systems and world-managing nodes (WorldSector, WorldPortal, WorldOccluder, triggers, expressions, etc.)

Return value

1 if the handle is shown; otherwise, 0.

void getHierarchy(Vector<Node> & hierarchy)

Retrieves the whole hierarchy of the node and puts it to the hierarchy buffer.

Arguments

  • Vector<Node> & hierarchy - Hierarchy buffer.

int setID(int id)

Sets a unique ID for the node.

Arguments

  • int id - Node ID.

Return value

1 if the ID is set successfully; otherwise, 0.

int getID()

Returns the ID of the node.
Notice
See also engine.world.getNode() function.

Return value

Node ID.

Mat4 getIWorldTransform()

Returns the inverse transformation matrix 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

1 if the node is updated last of all; otherwise, 0

int isLight()

Returns a value indicating if the node is a light source (its type is NODE_LIGHT_*).

Return value

1 if the node is a light source; otherwise, 0.

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 getLinkedHierarchy(Vector<Node> & ret)

Retrieves the whole hierarchy of a given linked node and puts it to the hierarchy buffer.

Arguments

  • Vector<Node> & ret - Hierarchy buffer.

Node getLinkedRoot()

Returns a parent node linked to the root prefab.

Return value

Parent node linked to the root prefab if it exists; otherwise, NULL.

void setName(string name)

Sets a name for the node.

Arguments

  • string name - New name of the node.

string getName()

Returns the 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.

Node getNode()

Returns a node pointer.

Return value

Node pointer.

Node getNode(int id)

Returns a node pointer.

Arguments

  • int id - Node identifier.

Return value

Node pointer.

int isNode(Node node)

Check the node pointer.

Arguments

  • 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.

int getNumAncestors()

Returns the number of ancestors of the node.

Return value

Number of ancestors.

int getNumChildren()

Returns the number of children of the node.

Return value

Number of child nodes.

int isObject()

Returns a value indicating if the node is an object node (its type is NODE_OBJECT_*).

Return value

1 if the node is an object node; otherwise, 0.

Body getObjectBody()

Returns a physical body assigned to the node if it is an object node.

Return value

Body assigned to the object node; otherwise, NULL (0).

BodyRigid getObjectBodyRigid()

Returns a rigid body assigned to the node if it is an object node.

Return value

Rigid body assigned to the object node; otherwise, NULL (0).

int isObstacle()

Returns a value indicating if the node is an obstacle node (its type is NODE_OBSTACLE_*).

Return value

Returns 1 if the given node is an obstacle node; otherwise, 0.

void setOldWorldTransform(Mat4 transform)

Sets old transformation matrix for the node in the world coordinates.

Arguments

  • Mat4 transform - Old transformation matrix to be set.

Mat4 getOldWorldTransform()

Returns old transformation matrix for the node in the world coordinates.

Return value

Old transformation matrix.

void setParent(Node parent)

Sets the new parent for the node. Transformations of the current node will be done in the coordinates of the parent.

Arguments

  • Node parent - New parent node.

Node getParent()

Returns the parent of the node.

Return value

Parent node or NULL (0), if the node has no parent.

int isPhysical()

Returns a value indicating if the node is a physical node (its type is NODE_PHYSICAL_*).

Return value

1 if the node is a physical node; otherwise, 0.

int isPlayer()

Returns a value indicating if the node is a player node (its type is NODE_PLAYER_*).

Return value

1 if the node is a player node; otherwise, 0.

void setPosition(Vec3 pos)

Sets the node position.

Arguments

  • Vec3 pos - Node position in the local space

Vec3 getPosition()

Returns the node position.

Return value

Node position in the local space

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

Node posessor, if it exists; otherwise, NULL.

int isPrefabInstance()

Returns a value indicating if the node is a prefab instance.

Return value

1 if the node is a prefab instance; otherwise, 0.

int isPrefabInstanceChanged()

Returns a value indicating if the prefab instance of the node is changed.

Return value

1 if the node is a part of a prefab instance, that has nodes with overriden parameters or children that are not linked to prefab; otherwise, 0.

int isPrefabMissing()

Returns a value indicating if the prefab is not found or was deleted.

Return value

1 if the prefab is not found or was deleted; otherwise, 0.

int setPrefabName(string name)

Sets the prefab name for the node. The prefab name can be set only for nodes linked to a root prefab. Links of all linked child nodes are updated automatically.

Arguments

  • string name - New prefab name for the node. If an empty string is passed, the current prefab link is removed (links of all linked child nodes are also removed).

Return value

1 if the prefab name is successfully set; otherwise, 0.

string getPrefabName()

Returns the prefab name for the node. Only the nodes that are linked to a root prefab have the prefab name.

Return value

Prefab name for the node.

void getPrefabPropertyNames(Vector<String> & property_names)

Returns the list of property names of a prefab of the node and puts it to a given vector of strings.

Arguments

  • Vector<String> & property_names - A vector of strings to fill with prefab property names.

int isPrefabPropertyOverridden(string property_name)

Returns a value indicating if a given prefab property is overridden.

Arguments

  • string property_name - Prefab property name.

Return value

1 if a given prefab property is overridden; otherwise, 0.

int setProperty(string name)

Associates a given property with the whole node.

Arguments

  • string name - Property name.

Return value

1 if the property is set successfully; otherwise, 0.

Property getProperty()

Returns a property associated with the node.

Return value

Property defined for the whole node.

string 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

1 if occlusion query is used; otherwise, 0.

Node getRootNode()

Returns the root node for the node.

Return value

Root node the root node for the node.

void setRotation(quat rot, int identity = 0)

Sets the node rotation.

Arguments

  • quat rot - Node rotation in the local space.
  • int identity - 1 to enable scaling of the node, 0 to disable it.

quat getRotation()

Returns the node rotation.

Return value

Node rotation in the local space.

void setScale(vec3 s)

Sets the scale of the node.

Arguments

  • vec3 s - Node scale in the local space.

vec3 getScale()

Returns the scale of the node.

Return value

Node scale 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.

int isSound()

Returns a value indicating if the node is a sound node (its type is NODE_SOUND_*).

Return value

1 if the 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

1 if sectors and portals are considered; otherwise, 0.

void setTransform(Mat4 transform)

Updates the transformation matrix of the node.

Arguments

  • Mat4 transform - New transformation matrix.

Mat4 getTransform()

Returns the transformation matrix of the node.

Return value

Transformation matrix.

int getType()

Returns the type of the node.

Return value

One of the NODE_* pre-defined variables.

int getTypeId(string type)

Returns the ID of a node type with a given name.

Arguments

  • string type - Node type name.

Return value

Node type ID, if such type exists; otherwise, -1.

string getTypeName()

Returns a name of the node type.

Return value

Node type name.

string getTypeName(int type)

Returns the name of a node type with a given ID.

Arguments

  • int type - Node type ID.

Return value

Node type name.

void setVariable(string name, Variable v)

Sets the value of a variable with a given name. If such variable does not exist it will be added with a specified value.

Arguments

  • string name - Variable name.
  • Variable v - Variable value.

void setVariable(Variable v)

Sets the value of the single unnamed variable parameter of the node. If this variable does not exist it will be created with a specified value.

Arguments

  • Variable v - Variable value.

Variable getVariable(string name)

Returns the variable with a given name.

Arguments

  • string name - Variable name.

Return value

Variable if it exists; otherwise, variable with 0 value.

Variable getVariable()

Returns the single unnamed variable parameter of the node.

Return value

Variable if it exists; otherwise, variable with 0 value.

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 the node is a world node (its type is NODE_WORLD_*).

Return value

1 if the node is a world node; otherwise, 0.

vec3 getWorldBack()

Returns the normalized "back" vector of the node. This vector always has a unit length.

Return value

Normalized "back" vector in the world space.

WorldBoundBox getWorldBoundBox()

Returns the world bounding box of the node.
Notice
If the double precision build is used, the function will return an instance of the WorldBoundBox class.

Return value

World bounding box.

WorldBoundSphere getWorldBoundSphere()

Returns the world bounding sphere of the node.
Notice
If the double precision build is used, the function will return an instance of the WorldBoundSphere class.

Return value

The bounding sphere.

vec3 getWorldDirection()

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 a unit length.

Return value

Normalized direction vector in the world space.

vec3 getWorldDown()

Returns the normalized "down" vector of the node. This vector always has a unit length.

Return value

Normalized "down" vector in the world space.

vec3 getWorldForward()

Returns the normalized "forward" vector of the node. This vector always has a unit length.

Return value

Normalized "forward" vector in the world space.

vec3 getWorldLeft()

Returns the normalized "left" vector of the node. This vector always has a unit length.

Return value

Normalized "left" vector in the world space.

void setWorldParent(Node n)

Sets the new parent of the node. Transformations of the current node will be done in the world coordinates.

Arguments

  • Node n - New parent node.

void setWorldPosition(Vec3 pos)

Sets the node position in the world coordinates.

Arguments

  • Vec3 pos

Vec3 getWorldPosition()

Returns the node position in the world coordinates.

Return value

Node position in the world space.

vec3 getWorldRight()

Returns the normalized "right" vector of the node. This vector always has a unit length.

Return value

Normalized "right" vector in the world space.

void setWorldRotation(quat rot, int identity = 0)

Sets the node rotation in the world space.

Arguments

  • quat rot - Node rotation in the world space.
  • int identity - 1 to enable scaling of the node, 0 to disable it.

quat getWorldRotation()

Returns the node rotation in the world space.

Return value

Node rotation in the world space.

void setWorldScale(vec3 s)

Sets the node scale in the world space.

Arguments

  • vec3 s - Node scale in the world space.

vec3 getWorldScale()

Returns the node scale in the world space.

Return value

Node scale in the world space.

WorldSector getWorldSector()

Returns a sector, in which the node is located.

Return value

World sector.

void setWorldTransform(Mat4 transform)

Sets the transformation matrix for the node in the world coordinates.

Arguments

  • Mat4 transform - Transformation matrix.

Mat4 getWorldTransform()

Returns the transformation matrix of the node in the world coordinates.

Return value

Transformation matrix.

vec3 getWorldUp()

Returns the normalized "up" vector of the node. This vector always has a unit length.

Return value

Normalized "up" vector in the world space.

vec3 getWorldVelocity(Vec3 point)

Returns linear velocity of a point of the node's physical body in the world space.

Arguments

  • Vec3 point - Target point.

Return value

Linear velocity in the world space.

void addChild(Node n)

Adds a child to the node. Transformations of the new child will be done in the coordinates of the parent.

Arguments

  • Node n - New child node.

void addWorldChild(Node n)

Adds a child to the node. Transformations of the new child will be done in the world coordinates.

Arguments

  • Node n - New child node.

void applyToPrefab(string prefab_name, Vector<Node> & nodes_to_remove = NULL)

Applies node's hierarchy and properties to the specified prefab.
Notice
This method can be called for root linked nodes only. If a prefab link is frozen, it will be restored.

Arguments

  • string prefab_name - Prefab name.
  • Vector<Node> & nodes_to_remove - Buffer to store the unlinked nodes to be removed.
    Notice
    If this parameter is NULL, nodes will be deleted permanently.

int canAddChild(Node n)

Returns a value indicating if a given node can be added to the node as a child. This method is used to prevent nested prefab recursion.

Arguments

  • Node n - Node to add as a child.

Return value

1 if a node can be added as a child; otherwise, 0.

Node clone()

Clones the node.

Return value

Copy of the node or NULL (0), if an error occurred.

int findChild(string name)

Searches for a child node with a given name among the children of the node.

Arguments

  • string name - Name of the child node.

Return value

Child node number, if it is found; otherwise, -1.

Node findNode(string name, int recursive = 0)

Searches for a node with a given name among the children of the node.

Arguments

  • string name - Name of the child node.
  • int recursive - 1 if the search is recursive (i.e. performed for children of child nodes); otherwise, 0.

Return value

Child node, if it is found; otherwise, NULL.

void freezePrefabLink()

Freezes current prefab link of the node. All changes made to the prefab will not affect the node.
Notice
If revertFromPrefab() or applyToPrefab() methods are called, the link is restored.

int hasOverridenPrefabProperties()

Returns a value indicating if the node has overriden prefab properties.

Return value

1 if the node has overriden prefab properties; otherwise, 0.

int hasPrefabLink()

Returns a value indicating if the node has a prefab link.

Return value

1 if the node has a prefab link; otherwise, 0.

int hasPrefabName()

Returns a value indicating if the node has a prefab name.

Return value

1 if the node has a prefab name; otherwise, 0.

int hasVariable(string name)

Returns a value indicating if the node has a variable parameter with a given name.

Arguments

  • string name - Variable name.

Return value

1 if the node has a variable parameter with a given name; otherwise, 0.

int hasVariable()

Returns a value indicating if the node has a single unnamed variable parameter.

Return value

1 if the node has a single unnamed variable parameter; otherwise, 0.

int loadWorld(Xml xml)

Loads a node state from the Xml.

Arguments

  • Xml xml - Xml smart pointer.

Return value

1 if the node state is loaded successfully; otherwise, 0.

void removeChild(Node n)

Removes a child node (added by the addChild() method) from the list of children.

Arguments

  • Node n - Child node to remove.

int removeVariable(string name)

Removes a variable parameter with a given name.

Arguments

  • string name - Variable parameter name.

Return value

1 if the variable parameter is removed successfully; otherwise, 0.

void removeWorldChild(Node n)

Removes a child node (added by the addWorldChild() method) from the list of children.

Arguments

  • Node n - Child node to remove.

void renderVisualizer()

Renders a bounding box / sphere of the object.
Notice
You should enable the engine visualizer by the show_visualizer 1 console command.

int restoreState(Stream stream)

Restores the state of a given node from a binary stream.
  • If a node is a parent for other nodes, states of these child nodes need to be restored manually.
  • To save the state into a buffer, file or a message from a socket, make sure the stream is opened. If necessary, you can set a position for writing for buffers and files.
Warning
This function is deprecated and will be removed in the next release.

Arguments

  • Stream stream - Stream with saved node state data.

Return value

1 if node state is successfully restored; otherwise, 0.

void revertFromPrefab(Vector<Node> & nodes_to_remove = NULL)

Reverts node hierarchy and properties from the prefab.
Notice
This method can be called for root linked nodes only. If a prefab link is frozen, it will be restored.

Arguments

  • Vector<Node> & nodes_to_remove - Buffer to store the unlinked nodes to be removed.
    Notice
    If this parameter is NULL, nodes will be deleted permanently.

int revertPrefabProperty(string property_name)

Reverts node's property with a given name from a prefab. This method also sets the overridden flag of the property to 0.

Arguments

  • string property_name - Property name.

Return value

1 if node's property with a given name was successfully reverted from a prefab; otherwise, 0.

void rotate(quat r)

Rotates the node. Rotation is determined by the specified quaternion.

Arguments

  • quat r - Rotation quaternion.

int saveState(Stream stream)

Saves the state of a given node into a binary stream.
  • If a node is a parent for other nodes, states of these child nodes need to be saved manually.
  • To save the state from a buffer, file or a message from a socket, make sure the stream is opened. For buffers and files, you also need to set the proper position for reading.
Warning
This function is deprecated and will be removed in the next release.

Arguments

  • Stream stream - Stream to save node state data.

Return value

1 if node state is successfully saved; otherwise, 0.

int saveWorld(Xml xml)

Saves a node state into the Xml.

Arguments

  • Xml xml - Xml smart pointer.

Return value

1 if the node state is saved successfully; otherwise, 0.

void scale(vec3 s)

Scales the node.

Arguments

  • vec3 s - Scale vector.

void swap(Node n)

Swaps the nodes saving the pointers.

Arguments

  • Node n - Node to swap.

vec3 toLocal(Vec3 p)

Converts a given vector in the world space to the node's local space.

Arguments

  • Vec3 p - Vector in the world space.

Return value

Vector in the local space.

Vec3 toWorld(vec3 p)

Converts a given vector in the local space to the world space.

Arguments

  • vec3 p - Vector in the local space.

Return value

Vector in the world space.

void translate(Vec3 t)

Translates the node.

Arguments

  • Vec3 t - Translation vector.

void worldLookAt()

Reorients the node to "look" at the target point of the node. Direction vector of the node will point to the target point.

Arguments

    void worldRotate(quat r)

    Rotates the node in the world space. Rotation is determined by the specified quaternion.

    Arguments

    • quat r - Rotation quaternion.

    void worldScale(vec3 s)

    Scales the node in the world space.

    Arguments

    • vec3 s - Scale vector.

    void worldTranslate(Vec3 t)

    Translates the node in the world space.

    Arguments

    • Vec3 t - Translation vector.

    int NODE_DECAL_BEGIN

    Description

    Begin of the decal nodes range.

    int NODE_DECAL_END

    Description

    End of the decal nodes range.

    int NODE_DECAL_MESH

    Description

    Mesh decal node. See the DecalMesh class.

    int NODE_DECAL_ORTHO

    Description

    Orthographic decal node. See the DecalOrtho class.

    int NODE_DECAL_PROJ

    Description

    Projected decal node. See the DecalProj class.

    int NODE_DUMMY

    Description

    Dummy node. See the NodeDummy class.

    int NODE_EXTERN

    Description

    Extern node.

    int NODE_FIELD_ANIMATION

    Description

    Field Animation node. See the FieldAnimation class.

    int NODE_FIELD_BEGIN

    Description

    Begin of the field nodes range.

    int NODE_FIELD_END

    Description

    End of the field nodes range.

    int NODE_FIELD_HEIGHT

    Description

    Field Height node. See the FieldHeight class.

    int NODE_FIELD_SHORELINE

    Description

    Field Shoreline node. See the FieldShoreline class.

    int NODE_FIELD_SPACER

    Description

    Field Spacer node. See the FieldSpacer class.

    int NODE_FIELD_WEATHER

    Description

    Field Weather node. See the FieldWeather class.

    int NODE_GEODETIC_BEGIN

    Description

    Begin of the geodetic nodes range.

    int NODE_GEODETIC_END

    Description

    End of the geodetic nodes range.

    int NODE_GEODETIC_PIVOT

    Description

    Geodetic Pivot node. See the GeodeticPivot class.

    int NODE_LAYER

    Description

    Node layer containing parent layer and all its child nodes. See the NodeLayer class.

    int NODE_LIGHT_BEGIN

    Description

    Begin of the light nodes range.

    int NODE_LIGHT_END

    Description

    End of the light nodes range.

    int NODE_LIGHT_ENVIRONMENT_PROBE

    Description

    Environment probe. See the LightEnvironmentProbe class.

    int NODE_LIGHT_OMNI

    Description

    Omni-directional light source. See the LightOmni class.

    int NODE_LIGHT_PROJ

    Description

    Projected light source. See the LightProj class.

    int NODE_LIGHT_WORLD

    Description

    World light source. See the LightWorld class.

    int NODE_NAVIGATION_BEGIN

    Description

    Begin of the navigation nodes range.

    int NODE_NAVIGATION_END

    Description

    End of the navigation nodes range.

    int NODE_NAVIGATION_MESH

    Description

    Mesh-based navigation area across which pathfinding is performed. See the NavigationMesh class.

    int NODE_NAVIGATION_SECTOR

    Description

    Sector within which pathfinding is performed. See the NavigationSector class.

    int NODE_NODE_DUMMY

    Description

    Dummy node. See the NodeDummy class.

    int NODE_NODE_EXTERN

    Description

    Extern node. See the NodeExtern class.

    int NODE_NODE_LAYER

    Description

    Layer node. See the NodeLayer class.

    int NODE_NODE_PIVOT

    Description

    Pivot node. See the NodePivot class.

    int NODE_NODE_REFERENCE

    Description

    Node reference. See the NodeReference class.

    int NODE_NODE_TRIGGER

    Description

    Node trigger. See the NodeTrigger class.

    int NODE_NUM_DECALS

    Description

    Counter of decal node types.

    int NODE_NUM_FIELDS

    Description

    Counter of field node types.

    int NODE_NUM_GEODETICS

    Description

    Counter of geodetic node types.

    int NODE_NUM_LIGHTS

    Description

    Counter of light node types.

    int NODE_NUM_NAVIGATIONS

    Description

    Counter of navigation node types.

    int NODE_NUM_NODES

    Description

    Counter of node types.

    int NODE_NUM_OBJECTS

    Description

    Counter of object node types.

    int NODE_NUM_OBSTACLES

    Description

    Counter of obstacle node types.

    int NODE_NUM_PHYSICALS

    Description

    Counter of physical node types.

    int NODE_NUM_PLAYERS

    Description

    Counter of player node types.

    int NODE_NUM_SOUNDS

    Description

    Counter of sound node types.

    int NODE_NUM_WORLDS

    Description

    Counter of world node types.

    int NODE_OBJECT_BEGIN

    Description

    Begin of the object nodes range.

    int NODE_OBJECT_BILLBOARDS

    Description

    Billboards object for rendering a high number of billboards. See the ObjectBillboard class.

    int NODE_OBJECT_CLOUD_LAYER

    Description

    Cloud layer object. See the ObjectCloudLayer class.

    int NODE_OBJECT_DUMMY

    Description

    Dummy object. See the ObjectDummy class.

    int NODE_OBJECT_DYNAMIC

    Description

    Dynamic object. See the ObjectDynamic class.

    int NODE_OBJECT_END

    Description

    End of the object nodes range.

    int NODE_OBJECT_EXTERN

    Description

    Extern object. See the ObjectExtern class.

    int NODE_OBJECT_GRASS

    Description

    Grass. See the ObjectGrass class.

    int NODE_OBJECT_GUI

    Description

    GUI object. See the ObjectGui class.

    int NODE_OBJECT_GUI_MESH

    Description

    GUI mesh object. See the ObjectGuiMesh class.

    int NODE_OBJECT_MESH_CLUSTER

    Description

    Mesh Cluster object. See the ObjectMeshCluster class.

    int NODE_OBJECT_MESH_CLUTTER

    Description

    Mesh Clutter object. See the ObjectMeshClutter class.

    int NODE_OBJECT_MESH_DYNAMIC

    Description

    Dynamic mesh object. See the ObjectMeshDynamic class.

    int NODE_OBJECT_MESH_SKINNED

    Description

    Skinned mesh object. See the ObjectMeshSkinned class.

    int NODE_OBJECT_MESH_STATIC

    Description

    Static mesh object. See the ObjectMeshStatic class.

    int NODE_OBJECT_PARTICLES

    Description

    Particles object. See the ObjectParticles class.

    int NODE_OBJECT_SKY

    Description

    Sky object. See the ObjectSky class.

    int NODE_OBJECT_TERRAIN

    Description

    Terrain object. See the ObjectTerrain class.

    int NODE_OBJECT_TERRAIN_GLOBAL

    Description

    Terrain global object. See the ObjectTerrainGlobal class.

    int NODE_OBJECT_TEXT

    Description

    Text object. See the ObjectText class.

    int NODE_OBJECT_VOLUME_BOX

    Description

    Volume box object. See the ObjectVolumeBox class.

    int NODE_OBJECT_VOLUME_OMNI

    Description

    Volume omni light object. See the ObjectVolumeOmni class.

    int NODE_OBJECT_VOLUME_PROJ

    Description

    Volume projected light object. See the ObjectVolumeProj class.

    int NODE_OBJECT_VOLUME_SPHERE

    Description

    Volume sphere object. See the ObjectVolumeSphere class.

    int NODE_OBJECT_WATER_GLOBAL

    Description

    Water global object. See the ObjectWaterGlobal class.

    int NODE_OBJECT_WATER_MESH

    Description

    Water mesh object. See the ObjectWaterMesh class.

    int NODE_OBSTACLE_BEGIN

    Description

    Begin of the obstacle nodes range.

    int NODE_OBSTACLE_BOX

    Description

    Obstacle in the shape of a box avoided by pathfinding. See the ObstacleBox class.

    int NODE_OBSTACLE_CAPSULE

    Description

    Obstacle in the shape of a capsule avoided by pathfinding. See the ObstacleCapsule class.

    int NODE_OBSTACLE_END

    Description

    End of the obstacle nodes range.

    int NODE_OBSTACLE_SPHERE

    Description

    Obstacle in the shape of a sphere avoided by pathfinding. See the ObstacleSphere class.

    int NODE_PHYSICAL_BEGIN

    Description

    Begin of the physical nodes range.

    int NODE_PHYSICAL_END

    Description

    End of the physical nodes range.

    int NODE_PHYSICAL_FORCE

    Description

    Physical force node that allows to simulate point forces applied to dynamic objects. See the PhysicalForce class.

    int NODE_PHYSICAL_NOISE

    Description

    Physical noise node that allows to simulate force field. See the PhysicalNoise class.

    int NODE_PHYSICAL_TRIGGER

    Description

    Physical trigger. See the PhysicalTrigger class.

    int NODE_PHYSICAL_WATER

    Description

    Physical water object that has no visual representation. See the PhysicalWater class.

    int NODE_PHYSICAL_WIND

    Description

    Physical wind object. See the PhysicalWind class.

    int NODE_PIVOT

    Description

    Node that helps to control rotation and transformation of its children. See the NodePivot class.

    int NODE_PLAYER_ACTOR

    Description

    Acting player. See the PlayerActor class.

    int NODE_PLAYER_BEGIN

    Description

    Begin of the player nodes range.

    int NODE_PLAYER_DUMMY

    Description

    Dummy player. See the PlayerDummy class.

    int NODE_PLAYER_END

    Description

    End of the player nodes range.

    int NODE_PLAYER_PERSECUTOR

    Description

    Persecuting player. See the PlayerPersecutor class.

    int NODE_PLAYER_SPECTATOR

    Description

    Observing player. See the PlayerSpectator class.

    int NODE_REFERENCE

    Description

    Node that references an external NODE file. See the NodeReference class.

    int NODE_SOUND_BEGIN

    Description

    Begin of the sound nodes range.

    int NODE_SOUND_END

    Description

    End of the sound nodes range.

    int NODE_SOUND_REVERB

    Description

    Sound reverberation zone. See the SoundReverb class.

    int NODE_SOUND_SOURCE

    Description

    Sound source. See the SoundSource class.

    int NODE_TRIGGER

    Description

    Dummy node that can fire callbacks on its enabling/disabling or repositioning. See the NodeTrigger class.

    int NODE_WORLD_BEGIN

    Description

    Begin of the world nodes range.

    int NODE_WORLD_CLUSTER

    Description

    Node cluster. See the WorldCluster class.

    int NODE_WORLD_CLUTTER

    Description

    World clutter. See the WorldClutter class.

    int NODE_WORLD_END

    Description

    End of the world nodes range.

    int NODE_WORLD_EXPRESSION

    Description

    Node which allows to execute arbitrary expression. See the WorldExpression class.

    int NODE_WORLD_EXTERN

    Description

    External world. See the WorldExtern class.

    int NODE_WORLD_LAYER

    Description

    World layer. See the WorldLayer class.

    int NODE_WORLD_OCCLUDER

    Description

    World occluder. See the WorldOccluder class.

    int NODE_WORLD_OCCLUDER_MESH

    Description

    World mesh occluder. See the WorldOccluderMesh class.

    int NODE_WORLD_OCCLUDER_TERRAIN

    Description

    World terrain occluder. See the WorldOccluderMesh class.

    int NODE_WORLD_PORTAL

    Description

    World portal. See the WorldPortal class.

    int NODE_WORLD_SECTOR

    Description

    World sector. See the WorldSector class.

    int NODE_WORLD_SWITCHER

    Description

    Node switcher (to switch off parts of the world). See the WorldSwitcher class.

    int NODE_WORLD_TRANSFORM_BONE

    Description

    Bone defined transformer. See the WorldTransformBone class.

    int NODE_WORLD_TRANSFORM_PATH

    Description

    Path defined transformer. See the WorldTransformPath

    int NODE_WORLD_TRIGGER

    Description

    World trigger. See the WorldTrigger class.
    Last update: 2017-07-03
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