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
- How to handle ownership
- How to work with the node's matrix transformations
Creating a Node
The Node class doesn't provide creating of a node. You can create an instance of any class inherited from the Node class and then operate it as it is an instance of the Node class.
For example:
- Create a box mesh by using the Mesh class.
- Use the box mesh to create an instance of the ObjectMeshStatic class. This class is inherited from the Node class.
- Operate the ObjectMeshStatic instance as a node.
// unigine_project.cpp
#include <core/unigine.h>
int init() {
// create a mesh
Mesh mesh = new Mesh();
mesh.addBoxSurface("box_0", vec3(1.0f));
// create an instance of any class inherited from the Node class (e.g. ObjectMeshStatic)
ObjectMeshStatic object_mesh = new ObjectMeshStatic(mesh);
// operate the ObjectMeshStatic as a node
return 1;
}
Editing a Node and Saving Changes
The Node class contains common settings of the node. Also each node has special settings, which vary depending on the type of the node.
Editing the node also includes editing materials and properties assigned to the node.
For the edited node to be saved in the .world file, it should be added to UnigineEditor first: you should pass node ownership to the editor by releasing script ownership and call the addNode() method of the Editor class.
For example:
- Create a box mesh by using the Mesh class.
- Save the mesh on the disk. It is required as the node we are going to export need to reference to a mesh stored on the disk.
- Use the saved .mesh file to create an instance of the ObjectMeshStatic class. This class is inherited from the Node class.
- Release script ownership of the ObjectMeshStatic instance.
- Pass node ownership to the editor by adding it the node to it.
- Edit the node and then save the world by calling the world_save console command.
// unigine_project.cpp
#include <core/unigine.h>
int init() {
// create a mesh
Mesh mesh = new Mesh();
mesh.addBoxSurface("box_0", vec3(1.0f));
// save a mesh into a file on the disk
mesh.save("unigine_project/meshes/my_mesh.mesh");
// create an instance of any class inherited from the Node class (e.g. ObjectMeshStatic)
ObjectMeshStatic object_mesh = new ObjectMeshStatic("unigine_project/meshes/my_mesh.mesh");
// assign a material to the mesh
object_mesh.setMaterial("mesh_base","*");
// release script ownership
node_remove(object_mesh);
// pass node ownership to the editor by adding the node to it
engine.editor.addNode(object_mesh);
// change the node name
object_mesh.setName("my_node");
// change node transformation
object_mesh.setWorldTransform(translate(Vec3(0.0f, 0.0f, 2.0f)));
// save node changes in the .world file
engine.console.run("world_save");
return 1;
}
Exporting and Importing a Node
To export a node stored in the world into the external .node file, you should pass it to the saveNode() method of the World class.
To import the existing node stored in the .node file to the world, you should call the loadNode() method of the World class.
For example:
- Create a box mesh by using the Mesh class.
- Save the mesh on the disk. It is required as the node we are going to export need to reference to a mesh stored on the disk.
- Use the saved .mesh file to create an instance of the ObjectMeshStatic class. This class is inherited from the Node class.
- Release script ownership of the ObjectMeshStatic instance.
- Pass node ownership to the editor by adding it the node to it.
- Export the node to an external .node file.
- Import the prevoiusly exported node and add it to the editor to check the result.
The node imported via loadNode() is orphan, so you don't need to release script ownership.
// unigine_project.cpp
#include <core/unigine.h>
int init() {
// create a mesh
Mesh mesh = new Mesh();
mesh.addBoxSurface("box_0", vec3(1.0f));
// save a mesh into a file on the disk
mesh.save("unigine_project/meshes/my_mesh.mesh");
// create an instance of any class inherited from the Node class (e.g. ObjectMeshStatic)
ObjectMeshStatic object_mesh = new ObjectMeshStatic("unigine_project/meshes/my_mesh.mesh");
// assign a material to the mesh
object_mesh.setMaterial("mesh_base","*");
// release script ownership
node_remove(object_mesh);
// pass node ownership to the editor by adding the node to it
engine.editor.addNode(object_mesh);
// export the node into a .node file
engine.world.saveNode("unigine_project/nodes/my_node.node",object_mesh);
// import the exported node to check the result
Node imported_node = engine.world.loadNode("unigine_project/nodes/my_node.node");
// add the imported node to the editor
//note: an imported node is orphan so you don't need to release script ownership
engine.editor.addNode(imported_node);
// set a position of the node
imported_node.setPosition(Vec3(4.0f, 0.0f, 1.0f));
return 1;
}
Deleting a Node
To delete a node owned by UnigineEditor, pass it to the removeNode() method of the Editor class.
// unigine_project.cpp
#include <core/unigine.h>
int init() {
// create a mesh
Mesh mesh = new Mesh();
mesh.addBoxSurface("box_0", vec3(1.0f));
// create an instance of any class inherited from the Node class (e.g. ObjectMeshStatic)
ObjectMeshStatic object_mesh = new ObjectMeshStatic(mesh);
// assign a material to the mesh
object_mesh.setMaterial("mesh_base", "*");
// release script ownership
node_remove(object_mesh);
// pass node ownership to the editor by adding the node to it
engine.editor.addNode(object_mesh);
// do something with the node
// ...
// delete the node from the editor
engine.editor.removeNode(object_mesh);
// clear the mesh
mesh.clear();
return 1;
}
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 detection is enabled for the node (i.e. the node is a collider object). If it is disabled, the node is removed from the physical scene and does not participate in physical interactions.Arguments
- int collider - Positive number to enable collision detection, 0 to disable.
int isCollider()
Returns a value indicating if collision detection is enabled for the node.Return value
1 if collision detection 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.
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.GeodeticPivot getGeodeticPivot()
Returns a pointer to geodetic pivot of the node.Return value
Geodetic pivot smart pointer, or NULL if the node is not a child of a geodetic pivot node.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.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, 0int 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.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 spaceNode getPossessor()
Returns a possessor of the node. The following nodes can be possessors:- NodeReference
- WorldCluster
- WorldClutter
- WorldLayer
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.Return value
World bounding box.WorldBoundSphere getWorldBoundSphere()
Returns the world bounding sphere of the node.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, int[] name, int nodes_to_remove)
Arguments
- string prefab_name
- int[] name
- int nodes_to_remove
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.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.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.
Arguments
- Stream stream - Stream with saved node state data.
Return value
1 if node state is successfully restored; otherwise, 0.int revertFromPrefab(int[] name, int property_name)
Arguments
- int[] name
- int property_name
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.
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.