Unigine.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 obtain the node via the getNode() method.
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.
- Get the node from the ObjectMeshStatic instance via the getNode() method.
// AppWorldLogic.cs
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Unigine;
namespace UnigineApp
{
class AppWorldLogic : WorldLogic
{
public override int init()
{
// create a mesh
Mesh mesh = new Mesh();
mesh.addBoxSurface("box_0", new vec3(1.0f));
// create an instance of any class inherited from the Node class (e.g. ObjectMeshStatic)
ObjectMeshStatic object_mesh = new ObjectMeshStatic(mesh);
// declare a node and obtain the node from the created ObjectMeshStatic
Node node = object_mesh.getNode();
return 1;
}
}
}
Now you can operate the ObjectMeshStatic instance as a node.
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 save to the .world file 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.
- Get the node from the ObjectMeshStatic instance via the getNode() method.
- Add the node to UnigineEditor.
- Edit the node and save the world by calling the world_save console command.
// AppWorldLogic.cs
using Unigine;
#if UNIGINE_DOUBLE
using Vec3 = Unigine.dvec3;
using Vec4 = Unigine.dvec4;
using Mat4 = Unigine.dmat4;
#else
using Vec3 = Unigine.vec3;
using Vec4 = Unigine.vec4;
using Mat4 = Unigine.mat4;
#endif
namespace UnigineApp
{
class AppWorldLogic : WorldLogic
{
public override int init()
{
// create a mesh
Mesh mesh = new Mesh();
mesh.addBoxSurface("box_0",new vec3(1.0f));
// save a mesh into a file on the disk
mesh.save("unigine_project/meshes/my_mesh.mesh");
// declare a smart pointer for any type of the node inherited from the Node class (e.g. ObjectMeshStatic)
// and call a constructor of the corresponding class
ObjectMeshStatic object_mesh = new ObjectMeshStatic(mesh);
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
object_mesh.release();
// declare a smart pointer for the node
// and obtain the node pointer from the created NodeDummy
Node node = object_mesh.getNode();
// pass node ownership to the editor by adding the node to it
Editor.get().addNode(node);
// change the node name
node.setName("my_node");
// change node transformation
node.setWorldTransform(MathLib.translate(new Vec3(0.0f, 0.0f, 2.0f)));
// save node changes in the .world file
Unigine.Console.get().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.
- Get the node from the ObjectMeshStatic instance via the getNode() method and 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.
// AppWorldLogic.cs
using Unigine;
#if UNIGINE_DOUBLE
using Vec3 = Unigine.dvec3;
using Vec4 = Unigine.dvec4;
using Mat4 = Unigine.dmat4;
#else
using Vec3 = Unigine.vec3;
using Vec4 = Unigine.vec4;
using Mat4 = Unigine.mat4;
#endif
namespace UnigineApp
{
class AppWorldLogic : WorldLogic
{
public override int init()
{
// create a mesh
Mesh mesh = new Mesh();
mesh.addBoxSurface("box_0", new 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
object_mesh.release();
// declare a smart pointer for the node
// and obtain the node pointer from the created NodeDummy
Node node = object_mesh.getNode();
// pass node ownership to the editor by adding the node to it
Editor.get().addNode(node);
// export the node into a .node file
World.get().saveNode("unigine_project/nodes/my_node.node", node);
// import the exported node to check the result
Node imported_node = World.get().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
Editor.get().addNode(imported_node);
// set a position of the node
imported_node.setPosition(new 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.
// AppWorldLogic.cs
using Unigine;
#if UNIGINE_DOUBLE
using Vec3 = Unigine.dvec3;
using Vec4 = Unigine.dvec4;
using Mat4 = Unigine.dmat4;
#else
using Vec3 = Unigine.vec3;
using Vec4 = Unigine.vec4;
using Mat4 = Unigine.mat4;
#endif
namespace UnigineApp
{
class AppWorldLogic : WorldLogic
{
public override int init()
{
// create a mesh
Mesh mesh = new Mesh();
mesh.addBoxSurface("box_0", new 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
object_mesh.release();
// declare a smart pointer for the node
// and obtain the node pointer from the created NodeDummy
Node node = object_mesh.getNode();
// pass node ownership to the editor by adding the node to it
Editor.get().addNode(node);
// do something with the node
// ...
// delete the node from the editor
Editor.get().removeNode(node);
// 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
Bounding sphere of the node.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)
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
- string data - New user data. Data can contain an XML formatted string.
string 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 the node is a decal node (its type is DECAL_*).Return value
1 if the node is a decal node; 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
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 deleteHierarchy(Node node)
Deletes the whole hierarchy of the given node.Arguments
- Node node - Node, the hierarchy of which is to be deleted.
void getHierarchy(Node[] hierarchy)
Retrieves the whole hierarchy of the node and puts it to the hierarchy buffer.Arguments
- 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 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 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 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 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.int isOwner()
Returns the owner flag. If the pointer is the owner, on its deletion the node also will be deleted. Use grab() and release() functions to change ownershipReturn value
Owner flag.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 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 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 getNumProperties()
Returns the total number of properties associated with the node.Return value
Total number of properties associated with the node.int addProperty(string name)
Inherits a new property from the one with the given name and adds it to the list of properties associated with the node. The inherited property will be internal, such properties are saved in a *.world or *.node file.Arguments
- string name - Name of the property to be added.
Return value
Index of the new node property if it was added successfully; otherwise, -1.int addProperty(UGUID guid)
Inherits a new property from the one with the given GUID and adds it to the list of properties associated with the node. The inherited property will be internal, such properties are saved in a *.world or *.node file.Arguments
- UGUID guid - GUID of the property to be added.
Return value
Index of the new node property if it was added successfully; otherwise, -1.int addProperty(Property property)
Inherits a new property from the specified one and adds it to the list of properties associated with the node. The inherited property will be internal, such properties are saved in a *.world or *.node file.Arguments
- Property property - Property to be added.
Return value
Index of the new node property if it was added successfully; otherwise, -1.int setProperty(string name)
Updates the first node property (the one with a 0 index) in the list of properties associated with the node. A new internal property inherited from the one with the specified name will be set. Such internal properties are saved in a *.world or *.node file.Arguments
- string name - Name of the property to be set.
Return value
1 if the node property is updated successfully; otherwise, 0.int setProperty(UGUID guid)
Updates the first node property (the one with a 0 index) in the list of properties associated with the node. A new internal property inherited from the one with the specified GUID will be set. Such internal properties are saved in a *.world or *.node file.Arguments
- UGUID guid - GUID of the property to be set.
Return value
1 if the node property is updated successfully; otherwise, 0.int setProperty(Property property)
Updates the first node property (the one with a 0 index) in the list of properties associated with the node. A new internal property inherited from the one specified will be set. Such internal properties are saved in a *.world or *.node file.Arguments
- Property property - Property to be set.
Return value
1 if the node property is updated successfully; otherwise, 0.int setProperty(int num, string name)
Updates the node property with the specified number. A new internal property inherited from the one with the specified name will be set. Such internal properties are saved in a *.world or *.node file.Arguments
- int num - Node property number in the range from 0 to the total number of node properties.
- string name - Name of the property to be set.
Return value
1 if the specified node property is updated successfully; otherwise, 0.int setProperty(int num, UGUID guid)
Updates the node property with the specified number. A new internal property inherited from the one with the specified GUID will be set. Such internal properties are saved in a *.world or *.node file.Arguments
- int num - Node property number in the range from 0 to the total number of node properties.
- UGUID guid - GUID of the property to be set.
Return value
1 if the specified property is updated successfully; otherwise, 0.int setProperty(int num, Property property)
Updates the node property with the specified number. A new internal property inherited from the specified one will be set. Such internal properties are saved in a *.world or *.node file.Arguments
- int num - Node property number in the range from 0 to the total number of node properties.
- Property property - Property to be set.
Return value
1 if the specified node property is updated successfully; otherwise, 0.void setPropertyEnabled(int num, int enable)
Enables or disables the node property with the specified number.Arguments
- int num - Node property number in the range from 0 to the total number of node properties.
- int enable - 1 to enable the specified node property, 0 to disable it.
int isPropertyEnabled(int num)
Returns a value indicating if the node property with the specified number is enabled.Arguments
- int num - Node property number in the range from 0 to the total number of node properties.
Return value
1 if the specified property is enabled; otherwise, 0.void swapProperty(int from_num, int to_num)
Swaps two properties with specified numbers in the list of properties associated with the node.Arguments
- int from_num - Number of the first node property to be swapped, in the range from 0 to the total number of node properties.
- int to_num - Number of the second node property to be swapped, in the range from 0 to the total number of node properties.
void removeProperty(int num)
Removes the node property with the specified number.Arguments
- int num - Node property number in the range from 0 to the total number of node properties.
void removeProperty(string name)
Removes the node property that has the specified name.Arguments
- string name - Name of the node property to be removed.
void removeProperty(UGUID guid)
Removes the node property that has the GUID or parent GUID equal to the specified one.Arguments
- UGUID guid - GUID of the property to be removed (or GUID of its parent).
void removeProperty(Property property)
Removes the specified node property or a node property inherited from it.Arguments
- Property property - Node property to be removed.
void clearProperties()
Clears the list of properties associated with the node.Property getProperty(int num)
Returns a node property with the specified number if it exists.Arguments
- int num - Node property number in the range from 0 to the total number of node properties.
Return value
Node property smart pointer, if exists; otherwise, NULL.string getPropertyName(int num)
Returns the name of a node property with the specified number.Arguments
- int num - Node property number in the range from 0 to the total number of node properties.
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 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
Returns 1 if sectors and portals are considered; otherwise, 0.void setTransform(Mat4 transform)
Sets the transformation matrix for the node in its parent coordinates.Arguments
- Mat4 transform - New transformation matrix.
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(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.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 WORLD_*).Return value
1 if the node is a world node; otherwise, 0.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
World bounding sphere.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.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 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.
Node clone()
Clones the current node.Return value
Cloned node.int findAncestor(int type)
Returns the ID of node's ancestor of a given type.Arguments
- int type - Ancestor type identifier. One of the NODE_* pre-defined variables.
Return value
Ancestor ID if it exists; otherwise -1.int findAncestor(string name)
Returns the ID of node's ancestor with a given name.Arguments
- string name - Ancestor name.
Return value
Ancestor ID if it exists; otherwise -1.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 grab()
Grabs the node (sets the owner flag to 1). The node should not be handled by the engine after this function is called.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 release()
Releases the node (sets the owner flag to 0). The node should be handled by the engine after this function is called.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.
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 a node state from the stream.Arguments
- Stream stream - Stream with saved node state data.
Return value
1 if node state is successfully restored; otherwise, 0.void rotate(quat r)
Rotates the node relative to its local coordinate system: the parent node transformation isn't taken into account. Rotation is determined by the specified quaternion.Arguments
- quat r - Rotation quaternion.
int saveState(Stream stream)
Saves a node state into the stream.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 in its local coordinate system: the parent node scale isn't taken into account.Arguments
- vec3 s - Scale vector.
void swap(Node n)
Swaps two nodes.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 relative to its local coordinate system: the parent node transformation isn't taken into account.Arguments
- Vec3 t - Translation vector.
void worldLookAt(Vec3 target, vec3 up)
Reorients the node to "look" at the target point and sets the given up vector:- If the node is a Player-related one, it will "look" at the target point along the negative Z axis. The Y axis will be oriented along the specified up vector.
- Other nodes will "look" at the target point along the Y axis. The Z axis will be oriented along the specified up vector.
Arguments
- Vec3 target - Coordinates of the target point in the world space.
- vec3 up - Up vector of the node in the world space. By default, the up vector is oriented along the Z axis.
void worldLookAt(Vec3 target)
Reorients the node to "look" at the target point. The up vector is oriented along the Z axis.- If the node is a Player-related one, it will "look" at the target point along the negative Z axis. The Y axis will be oriented along the world Z axis.
- Other nodes will "look" at the target point along the Y axis.
Arguments
- Vec3 target - Coordinates of the target point in the world space.
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.
void removeCallback(int callback, int num)
Removes a callback with the given number from the list of callbacks of the specified type. Callback functions can be used to determine actions to be performed when adding or removing node and surface properties as well as when swapping node properties.Arguments
- int callback
- int num - Callback number.
void clearCallbacks(int callback)
Clears all added callbacks of the specified type. Callback functions can be used to determine actions to be performed when adding or removing node and surface properties as well as when swapping node properties.Arguments
- int callback
void setDirection(vec3 dir, vec3 up, int axis = AXIS_NZ)
Updates the direction vector of the node and reorients this node: the specified axis of the node becomes oriented along the specified vector in local coordinates. For example, after running the code below, you will get the X axis of the node pointed along the Y axis in local coordinates.// get the node
Node node = Editor.get().getNodeByName("material_ball");
// set the X axis to be pointed along the Y axis in local coordinates
node.setDirection(new vec3(0.0f,1.0f,0.0f),new vec3(0.0f,0.0f,1.0f),Node.AXIS_X);
Arguments
- vec3 dir - New direction vector in local coordinates. The direction vector always has unit length.
- vec3 up - New up vector in local coordinates. If you skip this argument, the Z axis (in local coordinates) will be used. Note that the specified up vector is a hint vector only: the node's up vector points in the direction hinted by the specified up vector. The node's up vector matches the specified up vector (up) only if it is perpendicular to the specified direction vector (dir).
- int axis - Axis along which the direction vector should be pointed. The default is the negative Z axis.
vec3 getDirection(int axis = AXIS_NZ)
Returns the normalized direction vector pointing along the given node axis in local coordinates (i.e. relative to the node's parent). By default, the direction vector pointing along the negative Z axis of the node (in local coordinates) is returned. The direction vector always has a unit length.node.getDirection(node.isPlayer() ? Node.AXIS_NZ : Node.AXIS_Y); // forward direction vector
node.getDirection(node.isPlayer() ? Node.AXIS_Z : Node.AXIS_NY); // backward direction vector
node.getDirection(node.isPlayer() ? Node.AXIS_Y : Node.AXIS_Z); // upward direction vector
node.getDirection(node.isPlayer() ? Node.AXIS_NY : Node.AXIS_NZ); // down direction vector
node.getDirection(Node.AXIS_X); // right direction vector
node.getDirection(Node.AXIS_NX); // left direction vector
Arguments
- int axis - Axis along which the direction vector points. The default is the negative Z axis.
Return value
Direction vector in local coordinates.void setWorldDirection(vec3 dir, vec3 up, int axis = AXIS_NZ)
Updates the direction vector of the node and reorients this node: the specified axis of the node becomes oriented along the specified vector in world coordinates. For example, after running the code below, you will get the X axis of the node pointed along the Y axis in world coordinates:// get the node
Node node = Editor.get().getNodeByName("material_ball");
// set the X axis to be pointed along the Y axis in world coordinates
node.setWorldDirection(new vec3(0.0f,1.0f,0.0f),new vec3(0.0f,0.0f,1.0f),Node.AXIS_X);
Arguments
- vec3 dir - New direction vector in world coordinates. The direction vector always has unit length.
- vec3 up - New up vector in world coordinates. If you skip this argument, the Z axis (in local coordinates) will be used. Note that the specified up vector is a hint vector only: the node's up vector points in the direction hinted by the specified up vector. The node's up vector matches the specified up vector (up) only if it is perpendicular to the specified direction vector (dir).
- int axis - Axis along which the direction vector should be pointed. The default is the negative Z axis.
vec3 getWorldDirection(int axis = AXIS_NZ)
Returns the normalized direction vector pointing along the given node axis in world coordinates. By default, the direction vector pointing along the negative Z axis of the node is returned. The direction vector always has a unit length.node.getWorldDirection(node.isPlayer() ? Node.AXIS_NZ : Node.AXIS_Y); // forward direction vector
node.getWorldDirection(node.isPlayer() ? Node.AXIS_Z : Node.AXIS_NY); // backward direction vector
node.getWorldDirection(node.isPlayer() ? Node.AXIS_Y : Node.AXIS_Z); // upward direction vector
node.getWorldDirection(node.isPlayer() ? Node.AXIS_NY : Node.AXIS_NZ); // down direction vector
node.getWorldDirection(Node.AXIS_X); // right direction vector
node.getWorldDirection(Node.AXIS_NX); // left direction vector
Arguments
- int axis - Axis along which the direction vector points. The default is the negative Z axis.