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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#

Creating a Node#

The Node class doesn't provide node creation. You can create an instance of any class inherited from the Node class and then obtain the node via automatic upcasting.

For example:

  1. Create a box mesh by using the Mesh class.
  2. Use the box mesh to create an instance of the ObjectMeshStatic class. This class is inherited from the Node class.
  3. Get the node via upcasting.
Source code (C#)
// AppWorldLogic.cs

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

using Unigine;

namespace UnigineApp
{
    class AppWorldLogic : WorldLogic
    {

        public override bool 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;

            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.

Notice
The special settings of a node can be found in the article on the corresponding class.

Editing the node also includes editing materials and properties assigned to the node.

For the edited node to be saved in the .world file, you should enable the corresponding option via the setSaveToWorldEnabled() method.

Notice
The node shall be saved to a *.world file only if this option is enabled for all of its ancestors as well.

For example:

  1. Create a box mesh by using the Mesh class.
  2. 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.
  3. Use the saved .mesh file to create an instance of the ObjectMeshStatic class. This class is inherited from the Node class.
  4. Get the node from the ObjectMeshStatic instance via upcasting.
  5. Enable saving to .world file for the node (and all its children).
  6. Edit the node and save the world by calling the world_saveconsole command.
Source code (C#)
// 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 bool 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("unigine_project/meshes/my_mesh.mesh");

	        // declare a smart pointer for the node,
	        // obtain the node from the created ObjectMeshStatic,
	        Node node = object_mesh;

			// enable saving the node (with all its children) to a .world file
			node.SetSaveToWorldEnabledRecursive(true);

	        // change the node name
	        node.Name = "my_node";
	        // change node transformation
	        node.WorldTransform = MathLib.Translate(new Vec3(0.0f, 0.0f, 2.0f));

	        // save node changes in the .world file
	        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:

  1. Create a box mesh by using the Mesh class.
  2. 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.
  3. Use the saved .mesh file to create an instance of the ObjectMeshStatic class. This class is inherited from the Node class.
  4. Get the node from the ObjectMeshStatic instance via upcasting.
  5. Export the node to an external .node file.
  6. Import the prevoiusly exported node to check the result.
Source code (C#)
// 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 bool 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");

	        // declare a smart pointer for the node
	        // and obtain the node pointer from the created NodeDummy
	        Node node = object_mesh;
	        // export the node into a .node file
	        World.SaveNode("unigine_project/nodes/my_node.node", node);
	        // import the exported node to check the result
	        Node imported_node = World.LoadNode("unigine_project/nodes/my_node.node");
	        // set position of the node
	        imported_node.Position = new Vec3(4.0f, 0.0f, 1.0f);

			return true;
		}
	}
}

Deleting a Node#

By default each new node's lifetime matches the lifetime of the World (i.e. such node shall be deleted when the world is closed). But you can also choose node's lifetime to be managed:

  • by the Engine - is this case the node shall be deleted automatically on Engine shutdown.
  • manually - is this case the node should be deleted manually by the user.

To delete a node you can use the following two methods:

  • deleteLater() - performs delayed deletion, in this case the object will be deleted during the next swap stage of the main loop (rendering of the object ceases immediately, but it still exists in memory for a while, so you can get it from its parent, for example). This method simplifies object deletion from a secondary thread, so you can call it and forget about the details, letting the Engine take control over the process of deletion, which can be used for future optimizations.
  • deleteForce() - performs immediate deletion, which might be necessary in some cases. Calling this method for main-loop-dependent objects (e.g., nodes) is safe only when performed from the Main thread.
Source code (C#)
// 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 bool 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 smart pointer for the node
	        // and obtain the node pointer from the created ObjectMeshStatic
	        Node node = object_mesh;

            // do something with the node
            // ...

            // delete the node
            node.DeleteLater();

			return 1;
		}
	}
}

Node Class

Enums

TYPE#

NameDescription
ANY_TYPE = -1Any node type.
NODE_BEGIN = 0Begin of the nodes range.
NODE_DUMMY = 0Dummy node. See the NodeDummy class.
NODE_LAYER = 1Layer node. See the NodeLayer class.
NODE_TRIGGER = 2Dummy node that can fire callbacks on its enabling/disabling or repositioning. See the NodeTrigger class.
NODE_REFERENCE = 3Node reference that refers to an external NODE file. See the NodeReference class.
NODE_EXTERN = 4Extern node. See the NodeExtern class.
NODE_ANIMATION_PLAYBACK = 5Animation playback node. See the NodeAnimationPlayback class.
NODE_END = 5End of the nodes range.
WORLD_BEGIN = 6Begin of the world nodes range.
WORLD_SPLINE_GRAPH = 6World spline graph. See the WorldSplineGraph class.
WORLD_TRIGGER = 7World trigger. See the WorldTrigger class.
WORLD_CLUTTER = 8World clutter. See the WorldClutter class.
WORLD_SWITCHER = 9Node switcher (to switch off parts of the world). See the WorldSwitcher class.
WORLD_OCCLUDER = 10World occluder. See the WorldOccluder class.
WORLD_OCCLUDER_MESH = 11World mesh occluder. See the WorldOccluderMesh class.
WORLD_TRANSFORM_PATH = 12Path defined transformer. See the WorldTransformPath
WORLD_TRANSFORM_BONE = 13Bone defined transformer. See the WorldTransformBone class.
WORLD_EXPRESSION = 14Node which allows to execute arbitrary expression. See the WorldExpression class.
WORLD_EXTERN = 15External world. See the WorldExtern class.
WORLD_END = 15End of the world nodes range.
GEODETIC_BEGIN = 16Begin of the geodetic nodes range.
GEODETIC_PIVOT = 16Geodetic Pivot node. See the GeodeticPivot class.
GEODETIC_END = 16End of the geodetic nodes range.
FIELD_BEGIN = 17Begin of the field nodes range.
FIELD_SPACER = 17Field Spacer node. See the FieldSpacer class.
FIELD_ANIMATION = 18Field Animation node. See the FieldAnimation class.
FIELD_HEIGHT = 19Field Height node. See the FieldHeight class.
FIELD_SHORELINE = 20Field Shoreline node. See the FieldShoreline class.
FIELD_WEATHER = 21Field Weather node. See the FieldWeather class.
FIELD_END = 21End of the field nodes range.
PARTICLES_FIELD_BEGIN = 22Beginning of the particles field range.
PARTICLES_FIELD_SPACER = 22Particles Field Spacer node. See the ParticlesFieldSpacer class.
PARTICLES_FIELD_DEFLECTOR = 23Particles Field Deflector node. See the ParticlesFieldDeflector class.
PARTICLES_FIELD_END = 23End of the particles field nodes range.
LIGHT_BEGIN = 24Begin of the light nodes range.
LIGHT_VOXEL_PROBE = 24Voxel probe. See the LightVoxelProbe class.
LIGHT_ENVIRONMENT_PROBE = 25Environment probe. See the LightEnvironmentProbe class.
LIGHT_PLANAR_PROBE = 26Planar probe. See the LightPlanarProbe class.
LIGHT_OMNI = 27Omni-directional light source. See the LightOmni class.
LIGHT_PROJ = 28Projected light source. See the LightProj class.
LIGHT_WORLD = 29World light source. See the LightWorld class.
LIGHT_END = 29End of the light nodes range.
DECAL_BEGIN = 30Begin of the decal nodes range.
DECAL_PROJ = 30Projected decal node. See the DecalProj class.
DECAL_ORTHO = 31Orthographic decal node. See the DecalOrtho class.
DECAL_MESH = 32Mesh decal node. See the DecalMesh class.
DECAL_END = 32End of the decal nodes range.
LANDSCAPE_LAYER_BEGIN = 33Beginning of the landscape layers range.
LANDSCAPE_LAYER_MAP = 33Landscape Layer Map. See the LandscapeLayerMap class.
LANDSCAPE_LAYER_END = 33End of the landscape layers range.
OBJECT_BEGIN = 34Begin of the object nodes range.
OBJECT_DUMMY = 34Dummy object. See the ObjectDummy class.
OBJECT_DYNAMIC = 35Dynamic object. See the ObjectDynamic class.
OBJECT_MESH_STATIC = 36Static mesh object. See the ObjectMeshStatic class.
OBJECT_MESH_CLUSTER = 37Mesh Cluster object. See the ObjectMeshCluster class.
OBJECT_MESH_CLUTTER = 38Mesh Clutter object. See the ObjectMeshClutter class.
OBJECT_MESH_SKINNED = 39Skinned mesh object. See the ObjectMeshSkinned class.
OBJECT_MESH_DYNAMIC = 40Dynamic mesh object. See the ObjectMeshDynamic class.
OBJECT_MESH_SPLINE_CLUSTER = 41Mesh Spline Cluster object. See the ObjectMeshSplineCluster class.
OBJECT_LANDSCAPE_TERRAIN = 42LandscapeTerrain object. See the ObjectLandscapeTerrain class.
OBJECT_TERRAIN_GLOBAL = 43Terrain global object. See the ObjectTerrainGlobal class.
OBJECT_GRASS = 44Grass. See the ObjectGrass class.
OBJECT_PARTICLES = 45Particles object. See the ObjectParticles class.
OBJECT_BILLBOARDS = 46Billboards object for rendering a high number of billboards. See the ObjectBillboard class.
OBJECT_VOLUME_BOX = 47Volume box object. See the ObjectVolumeBox class.
OBJECT_VOLUME_SPHERE = 48Volume sphere object. See the ObjectVolumeSphere class.
OBJECT_VOLUME_OMNI = 49Volume omni light object. See the ObjectVolumeOmni class.
OBJECT_VOLUME_PROJ = 50Volume projected light object. See the ObjectVolumeProj class.
OBJECT_GUI = 51GUI object. See the ObjectGui class.
OBJECT_GUI_MESH = 52GUI mesh object. See the ObjectGuiMesh class.
OBJECT_WATER_GLOBAL = 53Water global object. See the ObjectWaterGlobal class.
OBJECT_WATER_MESH = 54Water mesh object. See the ObjectWaterMesh class.
OBJECT_SKY = 55Sky object. See the ObjectSky class.
OBJECT_CLOUD_LAYER = 56Cloud layer object. See the ObjectCloudLayer class.
OBJECT_EXTERN = 57Extern object. See the ObjectExtern class.
OBJECT_TEXT = 58Text object. See the ObjectText class.
OBJECT_END = 58End of the object nodes range.
PLAYER_BEGIN = 59Begin of the player nodes range.
PLAYER_DUMMY = 59Dummy player. See the PlayerDummy class.
PLAYER_SPECTATOR = 60Observing player. See the PlayerSpectator class.
PLAYER_PERSECUTOR = 61Persecuting player. See the PlayerPersecutor class.
PLAYER_ACTOR = 62Acting player. See the PlayerActor class.
PLAYER_END = 62End of the player nodes range.
PHYSICAL_BEGIN = 63Begin of the physical nodes range.
PHYSICAL_WIND = 63Physical wind object. See the PhysicalWind class.
PHYSICAL_FORCE = 64Physical force node that allows to simulate point forces applied to dynamic objects. See the PhysicalForce class.
PHYSICAL_NOISE = 65Physical noise node that allows to simulate force field. See the PhysicalNoise class.
PHYSICAL_WATER = 66Physical water object that has no visual representation. See the PhysicalWater class.
PHYSICAL_TRIGGER = 67Physical trigger. See the PhysicalTrigger class.
PHYSICAL_END = 67End of the physical nodes range.
NAVIGATION_BEGIN = 68Begin of the navigation nodes range.
NAVIGATION_SECTOR = 68Sector within which pathfinding is performed. See the NavigationSector class.
NAVIGATION_MESH = 69Mesh-based navigation area across which pathfinding is performed. See the NavigationMesh class.
NAVIGATION_END = 69End of the navigation nodes range.
OBSTACLE_BEGIN = 70Begin of the obstacle nodes range.
OBSTACLE_BOX = 70Obstacle in the shape of a box avoided by pathfinding. See the ObstacleBox class.
OBSTACLE_SPHERE = 71Obstacle in the shape of a sphere avoided by pathfinding. See the ObstacleSphere class.
OBSTACLE_CAPSULE = 72Obstacle in the shape of a capsule avoided by pathfinding. See the ObstacleCapsule class.
OBSTACLE_END = 72End of the obstacle nodes range.
SOUND_BEGIN = 73Begin of the sound nodes range.
SOUND_SOURCE = 73Sound source. See the SoundSource class.
SOUND_REVERB = 74Sound reverberation zone. See the SoundReverb class.
SOUND_END = 74End of the sound nodes range.
NUM_NODES = 75Counter of node types.
NUM_WORLDS = WORLD_END - WORLD_BEGIN + 1Counter of world node types.
NUM_GEODETICS = GEODETIC_END - GEODETIC_BEGIN + 1Counter of geodetic node types.
NUM_FIELDS = FIELD_END - FIELD_BEGIN + 1Counter of field node types.
NUM_PARTICLES_FIELDS = PARTICLES_FIELD_END - PARTICLES_FIELD_BEGIN + 1Counter of particles field node types.
NUM_LIGHTS = LIGHT_END - LIGHT_BEGIN + 1Counter of light node types.
NUM_DECALS = DECAL_END - DECAL_BEGIN + 1Counter of decal node types.
NUM_OBJECTS = OBJECT_END - OBJECT_BEGIN + 1Counter of object node types.
NUM_PLAYERS = PLAYER_END - PLAYER_BEGIN + 1Counter of player node types.
NUM_PHYSICALS = PHYSICAL_END - PHYSICAL_BEGIN + 1Counter of physical node types.
NUM_NAVIGATIONS = NAVIGATION_END - NAVIGATION_BEGIN + 1Counter of navigation node types.
NUM_OBSTACLES = OBSTACLE_BEGIN - OBSTACLE_END + 1Counter of obstacle node types.
NUM_SOUNDS = SOUND_END - SOUND_BEGIN + 1Counter of sound node types.
DUMMY = 0Dummy node. See the NodeDummy class.
LAYER = 1Layer node. See the NodeLayer class.
TRIGGER = 2Dummy node that can fire callbacks on its enabling/disabling or repositioning. See the NodeTrigger class.
REFERENCE = 3Node reference that refers to an external NODE file. See the NodeReference class.
EXTERN = 4Extern node. See the NodeExtern class.

LIFETIME#

NameDescription
WORLD = 0Node's lifetime is managed by the world. The node shall be deleted automatically on closing the world.
ENGINE = 1Node's lifetime is managed by the Engine. The node shall be deleted automatically on Engine shutdown.
MANUAL = 2Node's lifetime is managed by the user. The node should be deleted manually by the user.

Properties

GeodeticPivot GeodeticPivot#

The pointer to geodetic pivot of the node.

Variable Variable#

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 (on requesting the non-existent value 0 will be returned).

vec3 WorldScale#

The node scale in the world space.
Notice
Scaling of nodes should be avoided whenever possible as it requires addidional calculations and may lead to error accumulation.

vec3 WorldPosition#

The node position in the world coordinates.

vec3 Scale#

The scale of the node.
Notice
Scaling of nodes should be avoided whenever possible as it requires addidional calculations and may lead to error accumulation.

vec3 Position#

The node position.

vec3 BodyAngularVelocity#

The angular velocity of the node's physical body in the world space.

vec3 BodyLinearVelocity#

The linear velocity of the node's physical body in the local space.

BodyRigid ObjectBodyRigid#

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

Body ObjectBody#

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

WorldBoundSphere WorldBoundSphere#

The bounding sphere of the node in world's coordinate system.

WorldBoundBox WorldBoundBox#

The bounding box of the node in world's coordinate system.

BoundSphere BoundSphere#

The bounding sphere of the node.
Notice
The coordinates of the bounding sphere are in the node's local coordinate system. To get the bounding sphere in world coordinates, use the WorldBoundSphere property.

BoundBox BoundBox#

The bounding box of the node.
Notice
The coordinates of the bounding box are in the node's local coordinate system. To get the bounding box in world coordinates, use the WorldBoundBox() property.

mat4 OldWorldTransform#

The old (previous frame) transformation matrix for the node in the world coordinates.

mat4 WorldTransform#

The transformation matrix of the node in the world coordinates.

mat4 Transform#

The transformation matrix of the node in its parent coordinates.

int NumProperties#

The total number of properties associated with the node.

Node Possessor#

The 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.

int NumChildren#

The number of children of the node.

Node RootNode#

The root node for the node. This method searches for the root node among all node's parents and posessors up the hierarchy. If a node does not have a parent or posessor the node itself will be returned.

Node Parent#

The parent of the node.

int NumAncestors#

The number of ancestors of the node.

string Name#

The name of the node.

bool Query#

The value indicating if occlusion query is used for the node. The default is false (not used).

bool ClutterInteractionEnabled#

The value indicating if interaction with World Clutters and Mesh Clutters is enabled for the node.
Notice
It is recommended to disable this option for better performance, when cutting node out of clutters is not necessary. Especially when the world contains a significant number of such nodes.

bool GrassInteractionEnabled#

The value indicating if interaction with Grass nodes is enabled for the node.
Notice
It is recommended to disable this option for better performance, when cutting node out of grass is not necessary. Especially when the world contains a significant number of such nodes.

bool TriggerInteractionEnabled#

The value indicating if interaction with WorldTrigger nodes is enabled for the node.
Notice
It is recommended to disable this option for better performance, when node interaction with World Triggers is not necessary. Especially when the world contains a significant number of such nodes.

bool Immovable#

The value indicating if the node is an immovable (clutter) object, which means it is moved to a separate spatial tree for immovable (static) objects optimizing node management. There are several restrictions on nodes considered immovable. Any action affecting the spatial tree is prohibited and causes a warning: you cannot change the node state (enabled/disabled), surfaces, bounds, trasformation, visibility distance, as well as move the node, assign a non-dummy physical body or even disable the Immovable flag as it also leads to rebiulding of the spatial tree.
Notice
You can disable these warnings by using the World::setMovingImmovableNodeMode() method, if necessary.

bool Handled#

The 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 ( WorldOccluder, triggers, expressions, etc.)

bool Enabled#

The value indicating if the node and its parent nodes are enabled.

bool IsExtern#

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

bool IsField#

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

bool IsParticlesField#

The value indicating if the node is a particles field node (its type is one of the PARTICLES_FIELD_*).

bool IsSound#

The value indicating if the node is a sound node (its type is SOUND_*).

bool IsObstacle#

The value indicating if the node is an obstacle node (its type is OBSTACLE_*).

bool IsNavigation#

The value indicating if a given node is a navigation node.

bool IsPhysical#

The value indicating if the node is a physical node (its type is PHYSICAL_*).

bool IsPlayer#

The value indicating if the node is a player node (its type is PLAYER_*).

bool IsObject#

The value indicating if the node is an object node (its type is OBJECT_*).

bool IsDecal#

The value indicating if the node is a decal node (its type is DECAL_*).

bool IsLight#

The value indicating if the node is a light source (its type is LIGHT_*).

bool IsGeodetic#

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

bool IsWorld#

The value indicating if the node is a world node (its type is WORLD_*).

bool IsImmovableSupported#

The value indicating if the node can be moved to a separate spatial tree for immovable (static) objects optimizing node management.

bool IsSurfacesCollisionSupported#

The value indicating if collisions with node surfaces are supported.

bool IsSurfacesIntersectionSupported#

The value indicating if intersections with node surfaces are supported.

string TypeName#

The name of the node type.

Node.TYPE Type#

The type of the node.

int ID#

The ID of the node.
Notice
See also engine.world.getNodeByID() function.

bool SaveToWorldEnabled#

The value indicating if saving to *.world file is enabled for the node and all its children (if any).

bool IsSaveToWorldEnabledSelf#

The value indicating if saving to *.world file is enabled for the node.

bool ShowInEditorEnabled#

The value indicating if displaying in the World Hierarchy window of the UnigineEditor is enabled for the node.
Notice
The node shall be displayed in the hierarchy only if this option is enabled for all of its ancestors as well.

bool IsShowInEditorEnabledSelf#

The value indicating if displaying in the World Hierarchy window of the UnigineEditor is enabled for the node.

int NumWorldTriggers#

The number of World Triggers inside which the node is located at the moment.

WorldBoundSphere SpatialBoundSphere#

The bounding sphere with world coordinates that participates in physics calculations, but doesn't take children into account. this bounding sphere is used by the spatial tree.

WorldBoundBox SpatialBoundBox#

The bounding box with world coordinates that participates in physics calculations, but doesn't take children into account. this bounding box is used by the spatial tree.

bool IsLandscapeLayer#

The value indicating if the node is a landscape layer (its type is LANDSCAPE_LAYER_*).

mat4 IWorldTransform#

The inverse transformation matrix of the node for transformations in the world coordinates.

vec3 OldWorldPosition#

The old (previous frame) position of the node in the world coordinates.

Node.LIFETIME Lifetime#

The lifetime management type for the root (either parent or posessor) of the node, or for the node itself (if it is not a child and not possessed by any other node).
Notice
Lifetime of each node in the hierarchy is defined by it's root (either parent or posessor). Thus, lifetime management type set for a child node that differs from the one set for the root is ignored.

Event<Node, Node> EventNodeSwap#

The event triggered when swapping a node via Node.Swap(). You can subscribe to events via Connect()  and unsubscribe via Disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Notice
For more details see the Event Handling article.
The event handler signature is as follows: myhandler(Node first_node, Node second_node)

Usage Example

Source code (C#)
// implement the NodeSwap event handler
void nodeswap_event_handler(Node first_node,  Node second_node)
{
	Log.Message("\Handling NodeSwap event\n");
}

//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an EventConnections instance
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections nodeswap_event_connections = new EventConnections();


// link to this instance when subscribing to an event (subscription to various events can be linked)
Node.EventNodeSwap.Connect(nodeswap_event_connections, nodeswap_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Node.EventNodeSwap.Connect(nodeswap_event_connections, (Node first_node,  Node second_node) => { 
		Log.Message("Handling NodeSwap event lambda\n");
		}
	);

// later all of these linked subscriptions can be removed with a single line
nodeswap_event_connections.DisconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////

// subscribe to the NodeSwap event with a handler function
Node.EventNodeSwap.Connect(nodeswap_event_handler);


// remove subscription to the NodeSwap event later by the handler function
Node.EventNodeSwap.Disconnect(nodeswap_event_handler);


//////////////////////////////////////////////////////////////////////////////
//   3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////

// define a connection to be used to unsubscribe later
EventConnection nodeswap_event_connection;

// subscribe to the NodeSwap event with a lambda handler function and keeping the connection
nodeswap_event_connection = Node.EventNodeSwap.Connect((Node first_node,  Node second_node) => { 
		Log.Message("Handling NodeSwap event lambda\n");
	}
);

// ...

// you can temporarily disable a particular event connection 
nodeswap_event_connection.Enabled = false;

// ... perform certain actions

// and enable it back when necessary
nodeswap_event_connection.Enabled = true;

// ...

// remove the subscription later using the saved connection
nodeswap_event_connection.Disconnect();

//////////////////////////////////////////////////////////////////////////////
//   4. Ignoring NodeSwap events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Node.EventNodeSwap.Enabled = false;

// ... actions to be performed

// and enable it back when necessary
Node.EventNodeSwap.Enabled = true;

Event<Node, Node> EventNodeClone#

The event triggered when copying a node via Node.Clone(). You can subscribe to events via Connect()  and unsubscribe via Disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Notice
For more details see the Event Handling article.
The event handler signature is as follows: myhandler(Node node_clone, Node node_original)

Usage Example

Source code (C#)
// implement the NodeClone event handler
void nodeclone_event_handler(Node node_clone,  Node node_original)
{
	Log.Message("\Handling NodeClone event\n");
}

//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an EventConnections instance
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections nodeclone_event_connections = new EventConnections();


// link to this instance when subscribing to an event (subscription to various events can be linked)
Node.EventNodeClone.Connect(nodeclone_event_connections, nodeclone_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Node.EventNodeClone.Connect(nodeclone_event_connections, (Node node_clone,  Node node_original) => { 
		Log.Message("Handling NodeClone event lambda\n");
		}
	);

// later all of these linked subscriptions can be removed with a single line
nodeclone_event_connections.DisconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////

// subscribe to the NodeClone event with a handler function
Node.EventNodeClone.Connect(nodeclone_event_handler);


// remove subscription to the NodeClone event later by the handler function
Node.EventNodeClone.Disconnect(nodeclone_event_handler);


//////////////////////////////////////////////////////////////////////////////
//   3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////

// define a connection to be used to unsubscribe later
EventConnection nodeclone_event_connection;

// subscribe to the NodeClone event with a lambda handler function and keeping the connection
nodeclone_event_connection = Node.EventNodeClone.Connect((Node node_clone,  Node node_original) => { 
		Log.Message("Handling NodeClone event lambda\n");
	}
);

// ...

// you can temporarily disable a particular event connection 
nodeclone_event_connection.Enabled = false;

// ... perform certain actions

// and enable it back when necessary
nodeclone_event_connection.Enabled = true;

// ...

// remove the subscription later using the saved connection
nodeclone_event_connection.Disconnect();

//////////////////////////////////////////////////////////////////////////////
//   4. Ignoring NodeClone events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Node.EventNodeClone.Enabled = false;

// ... actions to be performed

// and enable it back when necessary
Node.EventNodeClone.Enabled = true;

Event<Node> EventNodeChangeEnabled#

The event triggered when the node's enabled state is changed. You can subscribe to events via Connect()  and unsubscribe via Disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Notice
For more details see the Event Handling article.
The event handler signature is as follows: myhandler(Node node)

Usage Example

Source code (C#)
// implement the NodeChangeEnabled event handler
void nodechangeenabled_event_handler(Node node)
{
	Log.Message("\Handling NodeChangeEnabled event\n");
}

//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an EventConnections instance
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections nodechangeenabled_event_connections = new EventConnections();


// link to this instance when subscribing to an event (subscription to various events can be linked)
Node.EventNodeChangeEnabled.Connect(nodechangeenabled_event_connections, nodechangeenabled_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Node.EventNodeChangeEnabled.Connect(nodechangeenabled_event_connections, (Node node) => { 
		Log.Message("Handling NodeChangeEnabled event lambda\n");
		}
	);

// later all of these linked subscriptions can be removed with a single line
nodechangeenabled_event_connections.DisconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////

// subscribe to the NodeChangeEnabled event with a handler function
Node.EventNodeChangeEnabled.Connect(nodechangeenabled_event_handler);


// remove subscription to the NodeChangeEnabled event later by the handler function
Node.EventNodeChangeEnabled.Disconnect(nodechangeenabled_event_handler);


//////////////////////////////////////////////////////////////////////////////
//   3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////

// define a connection to be used to unsubscribe later
EventConnection nodechangeenabled_event_connection;

// subscribe to the NodeChangeEnabled event with a lambda handler function and keeping the connection
nodechangeenabled_event_connection = Node.EventNodeChangeEnabled.Connect((Node node) => { 
		Log.Message("Handling NodeChangeEnabled event lambda\n");
	}
);

// ...

// you can temporarily disable a particular event connection 
nodechangeenabled_event_connection.Enabled = false;

// ... perform certain actions

// and enable it back when necessary
nodechangeenabled_event_connection.Enabled = true;

// ...

// remove the subscription later using the saved connection
nodechangeenabled_event_connection.Disconnect();

//////////////////////////////////////////////////////////////////////////////
//   4. Ignoring NodeChangeEnabled events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Node.EventNodeChangeEnabled.Enabled = false;

// ... actions to be performed

// and enable it back when necessary
Node.EventNodeChangeEnabled.Enabled = true;

Event<Node> EventNodeRemove#

The event triggered when the node is deleted. You can subscribe to events via Connect()  and unsubscribe via Disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Notice
For more details see the Event Handling article.
The event handler signature is as follows: myhandler(Node node)

Usage Example

Source code (C#)
// implement the NodeRemove event handler
void noderemove_event_handler(Node node)
{
	Log.Message("\Handling NodeRemove event\n");
}

//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an EventConnections instance
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections noderemove_event_connections = new EventConnections();


// link to this instance when subscribing to an event (subscription to various events can be linked)
Node.EventNodeRemove.Connect(noderemove_event_connections, noderemove_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Node.EventNodeRemove.Connect(noderemove_event_connections, (Node node) => { 
		Log.Message("Handling NodeRemove event lambda\n");
		}
	);

// later all of these linked subscriptions can be removed with a single line
noderemove_event_connections.DisconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////

// subscribe to the NodeRemove event with a handler function
Node.EventNodeRemove.Connect(noderemove_event_handler);


// remove subscription to the NodeRemove event later by the handler function
Node.EventNodeRemove.Disconnect(noderemove_event_handler);


//////////////////////////////////////////////////////////////////////////////
//   3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////

// define a connection to be used to unsubscribe later
EventConnection noderemove_event_connection;

// subscribe to the NodeRemove event with a lambda handler function and keeping the connection
noderemove_event_connection = Node.EventNodeRemove.Connect((Node node) => { 
		Log.Message("Handling NodeRemove event lambda\n");
	}
);

// ...

// you can temporarily disable a particular event connection 
noderemove_event_connection.Enabled = false;

// ... perform certain actions

// and enable it back when necessary
noderemove_event_connection.Enabled = true;

// ...

// remove the subscription later using the saved connection
noderemove_event_connection.Disconnect();

//////////////////////////////////////////////////////////////////////////////
//   4. Ignoring NodeRemove events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Node.EventNodeRemove.Enabled = false;

// ... actions to be performed

// and enable it back when necessary
Node.EventNodeRemove.Enabled = true;

Event<Node> EventNodeLoad#

The event triggered when a node is loaded from a file. You can subscribe to events via Connect()  and unsubscribe via Disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Notice
For more details see the Event Handling article.
The event handler signature is as follows: myhandler(Node node)

Usage Example

Source code (C#)
// implement the NodeLoad event handler
void nodeload_event_handler(Node node)
{
	Log.Message("\Handling NodeLoad event\n");
}

//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an EventConnections instance
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections nodeload_event_connections = new EventConnections();


// link to this instance when subscribing to an event (subscription to various events can be linked)
Node.EventNodeLoad.Connect(nodeload_event_connections, nodeload_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Node.EventNodeLoad.Connect(nodeload_event_connections, (Node node) => { 
		Log.Message("Handling NodeLoad event lambda\n");
		}
	);

// later all of these linked subscriptions can be removed with a single line
nodeload_event_connections.DisconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////

// subscribe to the NodeLoad event with a handler function
Node.EventNodeLoad.Connect(nodeload_event_handler);


// remove subscription to the NodeLoad event later by the handler function
Node.EventNodeLoad.Disconnect(nodeload_event_handler);


//////////////////////////////////////////////////////////////////////////////
//   3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////

// define a connection to be used to unsubscribe later
EventConnection nodeload_event_connection;

// subscribe to the NodeLoad event with a lambda handler function and keeping the connection
nodeload_event_connection = Node.EventNodeLoad.Connect((Node node) => { 
		Log.Message("Handling NodeLoad event lambda\n");
	}
);

// ...

// you can temporarily disable a particular event connection 
nodeload_event_connection.Enabled = false;

// ... perform certain actions

// and enable it back when necessary
nodeload_event_connection.Enabled = true;

// ...

// remove the subscription later using the saved connection
nodeload_event_connection.Disconnect();

//////////////////////////////////////////////////////////////////////////////
//   4. Ignoring NodeLoad events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Node.EventNodeLoad.Enabled = false;

// ... actions to be performed

// and enable it back when necessary
Node.EventNodeLoad.Enabled = true;

Event<Node> EventCacheNodeAdd#

The event triggered when a node is added to cache. Occurs once upon calling NodeReference.create() or World.LoadNode(). You can subscribe to events via Connect()  and unsubscribe via Disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Notice
For more details see the Event Handling article.
The event handler signature is as follows: myhandler(Node node)

Usage Example

Source code (C#)
// implement the CacheNodeAdd event handler
void cachenodeadd_event_handler(Node node)
{
	Log.Message("\Handling CacheNodeAdd event\n");
}

//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an EventConnections instance
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections cachenodeadd_event_connections = new EventConnections();


// link to this instance when subscribing to an event (subscription to various events can be linked)
Node.EventCacheNodeAdd.Connect(cachenodeadd_event_connections, cachenodeadd_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Node.EventCacheNodeAdd.Connect(cachenodeadd_event_connections, (Node node) => { 
		Log.Message("Handling CacheNodeAdd event lambda\n");
		}
	);

// later all of these linked subscriptions can be removed with a single line
cachenodeadd_event_connections.DisconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////

// subscribe to the CacheNodeAdd event with a handler function
Node.EventCacheNodeAdd.Connect(cachenodeadd_event_handler);


// remove subscription to the CacheNodeAdd event later by the handler function
Node.EventCacheNodeAdd.Disconnect(cachenodeadd_event_handler);


//////////////////////////////////////////////////////////////////////////////
//   3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////

// define a connection to be used to unsubscribe later
EventConnection cachenodeadd_event_connection;

// subscribe to the CacheNodeAdd event with a lambda handler function and keeping the connection
cachenodeadd_event_connection = Node.EventCacheNodeAdd.Connect((Node node) => { 
		Log.Message("Handling CacheNodeAdd event lambda\n");
	}
);

// ...

// you can temporarily disable a particular event connection 
cachenodeadd_event_connection.Enabled = false;

// ... perform certain actions

// and enable it back when necessary
cachenodeadd_event_connection.Enabled = true;

// ...

// remove the subscription later using the saved connection
cachenodeadd_event_connection.Disconnect();

//////////////////////////////////////////////////////////////////////////////
//   4. Ignoring CacheNodeAdd events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Node.EventCacheNodeAdd.Enabled = false;

// ... actions to be performed

// and enable it back when necessary
Node.EventCacheNodeAdd.Enabled = true;

Event<Node, Property> EventPropertySurfaceRemove#

The event triggered when a property is removed from the object's surface. You can subscribe to events via Connect()  and unsubscribe via Disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Notice
For more details see the Event Handling article.
The event handler signature is as follows: myhandler(Node node, Property property)

Usage Example

Source code (C#)
// implement the PropertySurfaceRemove event handler
void propertysurfaceremove_event_handler(Node node,  Property property)
{
	Log.Message("\Handling PropertySurfaceRemove event\n");
}

//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an EventConnections instance
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections propertysurfaceremove_event_connections = new EventConnections();


// link to this instance when subscribing to an event (subscription to various events can be linked)
Node.EventPropertySurfaceRemove.Connect(propertysurfaceremove_event_connections, propertysurfaceremove_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Node.EventPropertySurfaceRemove.Connect(propertysurfaceremove_event_connections, (Node node,  Property property) => { 
		Log.Message("Handling PropertySurfaceRemove event lambda\n");
		}
	);

// later all of these linked subscriptions can be removed with a single line
propertysurfaceremove_event_connections.DisconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////

// subscribe to the PropertySurfaceRemove event with a handler function
Node.EventPropertySurfaceRemove.Connect(propertysurfaceremove_event_handler);


// remove subscription to the PropertySurfaceRemove event later by the handler function
Node.EventPropertySurfaceRemove.Disconnect(propertysurfaceremove_event_handler);


//////////////////////////////////////////////////////////////////////////////
//   3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////

// define a connection to be used to unsubscribe later
EventConnection propertysurfaceremove_event_connection;

// subscribe to the PropertySurfaceRemove event with a lambda handler function and keeping the connection
propertysurfaceremove_event_connection = Node.EventPropertySurfaceRemove.Connect((Node node,  Property property) => { 
		Log.Message("Handling PropertySurfaceRemove event lambda\n");
	}
);

// ...

// you can temporarily disable a particular event connection 
propertysurfaceremove_event_connection.Enabled = false;

// ... perform certain actions

// and enable it back when necessary
propertysurfaceremove_event_connection.Enabled = true;

// ...

// remove the subscription later using the saved connection
propertysurfaceremove_event_connection.Disconnect();

//////////////////////////////////////////////////////////////////////////////
//   4. Ignoring PropertySurfaceRemove events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Node.EventPropertySurfaceRemove.Enabled = false;

// ... actions to be performed

// and enable it back when necessary
Node.EventPropertySurfaceRemove.Enabled = true;

Event<Node, Property> EventPropertySurfaceAdd#

The event triggered when a property is assigned to the object's surface. You can subscribe to events via Connect()  and unsubscribe via Disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Notice
For more details see the Event Handling article.
The event handler signature is as follows: myhandler(Node node, Property property)

Usage Example

Source code (C#)
// implement the PropertySurfaceAdd event handler
void propertysurfaceadd_event_handler(Node node,  Property property)
{
	Log.Message("\Handling PropertySurfaceAdd event\n");
}

//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an EventConnections instance
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections propertysurfaceadd_event_connections = new EventConnections();


// link to this instance when subscribing to an event (subscription to various events can be linked)
Node.EventPropertySurfaceAdd.Connect(propertysurfaceadd_event_connections, propertysurfaceadd_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Node.EventPropertySurfaceAdd.Connect(propertysurfaceadd_event_connections, (Node node,  Property property) => { 
		Log.Message("Handling PropertySurfaceAdd event lambda\n");
		}
	);

// later all of these linked subscriptions can be removed with a single line
propertysurfaceadd_event_connections.DisconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////

// subscribe to the PropertySurfaceAdd event with a handler function
Node.EventPropertySurfaceAdd.Connect(propertysurfaceadd_event_handler);


// remove subscription to the PropertySurfaceAdd event later by the handler function
Node.EventPropertySurfaceAdd.Disconnect(propertysurfaceadd_event_handler);


//////////////////////////////////////////////////////////////////////////////
//   3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////

// define a connection to be used to unsubscribe later
EventConnection propertysurfaceadd_event_connection;

// subscribe to the PropertySurfaceAdd event with a lambda handler function and keeping the connection
propertysurfaceadd_event_connection = Node.EventPropertySurfaceAdd.Connect((Node node,  Property property) => { 
		Log.Message("Handling PropertySurfaceAdd event lambda\n");
	}
);

// ...

// you can temporarily disable a particular event connection 
propertysurfaceadd_event_connection.Enabled = false;

// ... perform certain actions

// and enable it back when necessary
propertysurfaceadd_event_connection.Enabled = true;

// ...

// remove the subscription later using the saved connection
propertysurfaceadd_event_connection.Disconnect();

//////////////////////////////////////////////////////////////////////////////
//   4. Ignoring PropertySurfaceAdd events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Node.EventPropertySurfaceAdd.Enabled = false;

// ... actions to be performed

// and enable it back when necessary
Node.EventPropertySurfaceAdd.Enabled = true;

Event<Node, int, int> EventPropertyNodeSwap#

The event triggered when two properties swap their positions in the list of the node's properties. You can subscribe to events via Connect()  and unsubscribe via Disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Notice
For more details see the Event Handling article.
The event handler signature is as follows: myhandler(Node node, int index_from, int index_to)

Usage Example

Source code (C#)
// implement the PropertyNodeSwap event handler
void propertynodeswap_event_handler(Node node,  int index_from,  int index_to)
{
	Log.Message("\Handling PropertyNodeSwap event\n");
}

//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an EventConnections instance
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections propertynodeswap_event_connections = new EventConnections();


// link to this instance when subscribing to an event (subscription to various events can be linked)
Node.EventPropertyNodeSwap.Connect(propertynodeswap_event_connections, propertynodeswap_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Node.EventPropertyNodeSwap.Connect(propertynodeswap_event_connections, (Node node,  int index_from,  int index_to) => { 
		Log.Message("Handling PropertyNodeSwap event lambda\n");
		}
	);

// later all of these linked subscriptions can be removed with a single line
propertynodeswap_event_connections.DisconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////

// subscribe to the PropertyNodeSwap event with a handler function
Node.EventPropertyNodeSwap.Connect(propertynodeswap_event_handler);


// remove subscription to the PropertyNodeSwap event later by the handler function
Node.EventPropertyNodeSwap.Disconnect(propertynodeswap_event_handler);


//////////////////////////////////////////////////////////////////////////////
//   3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////

// define a connection to be used to unsubscribe later
EventConnection propertynodeswap_event_connection;

// subscribe to the PropertyNodeSwap event with a lambda handler function and keeping the connection
propertynodeswap_event_connection = Node.EventPropertyNodeSwap.Connect((Node node,  int index_from,  int index_to) => { 
		Log.Message("Handling PropertyNodeSwap event lambda\n");
	}
);

// ...

// you can temporarily disable a particular event connection 
propertynodeswap_event_connection.Enabled = false;

// ... perform certain actions

// and enable it back when necessary
propertynodeswap_event_connection.Enabled = true;

// ...

// remove the subscription later using the saved connection
propertynodeswap_event_connection.Disconnect();

//////////////////////////////////////////////////////////////////////////////
//   4. Ignoring PropertyNodeSwap events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Node.EventPropertyNodeSwap.Enabled = false;

// ... actions to be performed

// and enable it back when necessary
Node.EventPropertyNodeSwap.Enabled = true;

Event<Node, Property, int> EventPropertyChangeEnabled#

The event triggered when the node's property enabled state is changed. You can subscribe to events via Connect()  and unsubscribe via Disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Notice
For more details see the Event Handling article.
The event handler signature is as follows: myhandler(Node node, Property property, int property_index)

Usage Example

Source code (C#)
// implement the PropertyChangeEnabled event handler
void propertychangeenabled_event_handler(Node node,  Property property,  int property_index)
{
	Log.Message("\Handling PropertyChangeEnabled event\n");
}

//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an EventConnections instance
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections propertychangeenabled_event_connections = new EventConnections();


// link to this instance when subscribing to an event (subscription to various events can be linked)
Node.EventPropertyChangeEnabled.Connect(propertychangeenabled_event_connections, propertychangeenabled_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Node.EventPropertyChangeEnabled.Connect(propertychangeenabled_event_connections, (Node node,  Property property,  int property_index) => { 
		Log.Message("Handling PropertyChangeEnabled event lambda\n");
		}
	);

// later all of these linked subscriptions can be removed with a single line
propertychangeenabled_event_connections.DisconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////

// subscribe to the PropertyChangeEnabled event with a handler function
Node.EventPropertyChangeEnabled.Connect(propertychangeenabled_event_handler);


// remove subscription to the PropertyChangeEnabled event later by the handler function
Node.EventPropertyChangeEnabled.Disconnect(propertychangeenabled_event_handler);


//////////////////////////////////////////////////////////////////////////////
//   3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////

// define a connection to be used to unsubscribe later
EventConnection propertychangeenabled_event_connection;

// subscribe to the PropertyChangeEnabled event with a lambda handler function and keeping the connection
propertychangeenabled_event_connection = Node.EventPropertyChangeEnabled.Connect((Node node,  Property property,  int property_index) => { 
		Log.Message("Handling PropertyChangeEnabled event lambda\n");
	}
);

// ...

// you can temporarily disable a particular event connection 
propertychangeenabled_event_connection.Enabled = false;

// ... perform certain actions

// and enable it back when necessary
propertychangeenabled_event_connection.Enabled = true;

// ...

// remove the subscription later using the saved connection
propertychangeenabled_event_connection.Disconnect();

//////////////////////////////////////////////////////////////////////////////
//   4. Ignoring PropertyChangeEnabled events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Node.EventPropertyChangeEnabled.Enabled = false;

// ... actions to be performed

// and enable it back when necessary
Node.EventPropertyChangeEnabled.Enabled = true;

Event<Node, Property, int> EventPropertyNodeRemove#

The event triggered when a property is removed from the list of the node's properties. You can subscribe to events via Connect()  and unsubscribe via Disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Notice
For more details see the Event Handling article.
The event handler signature is as follows: myhandler(Node node, Property property, int property_index)

Usage Example

Source code (C#)
// implement the PropertyNodeRemove event handler
void propertynoderemove_event_handler(Node node,  Property property,  int property_index)
{
	Log.Message("\Handling PropertyNodeRemove event\n");
}

//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an EventConnections instance
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections propertynoderemove_event_connections = new EventConnections();


// link to this instance when subscribing to an event (subscription to various events can be linked)
Node.EventPropertyNodeRemove.Connect(propertynoderemove_event_connections, propertynoderemove_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Node.EventPropertyNodeRemove.Connect(propertynoderemove_event_connections, (Node node,  Property property,  int property_index) => { 
		Log.Message("Handling PropertyNodeRemove event lambda\n");
		}
	);

// later all of these linked subscriptions can be removed with a single line
propertynoderemove_event_connections.DisconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////

// subscribe to the PropertyNodeRemove event with a handler function
Node.EventPropertyNodeRemove.Connect(propertynoderemove_event_handler);


// remove subscription to the PropertyNodeRemove event later by the handler function
Node.EventPropertyNodeRemove.Disconnect(propertynoderemove_event_handler);


//////////////////////////////////////////////////////////////////////////////
//   3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////

// define a connection to be used to unsubscribe later
EventConnection propertynoderemove_event_connection;

// subscribe to the PropertyNodeRemove event with a lambda handler function and keeping the connection
propertynoderemove_event_connection = Node.EventPropertyNodeRemove.Connect((Node node,  Property property,  int property_index) => { 
		Log.Message("Handling PropertyNodeRemove event lambda\n");
	}
);

// ...

// you can temporarily disable a particular event connection 
propertynoderemove_event_connection.Enabled = false;

// ... perform certain actions

// and enable it back when necessary
propertynoderemove_event_connection.Enabled = true;

// ...

// remove the subscription later using the saved connection
propertynoderemove_event_connection.Disconnect();

//////////////////////////////////////////////////////////////////////////////
//   4. Ignoring PropertyNodeRemove events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Node.EventPropertyNodeRemove.Enabled = false;

// ... actions to be performed

// and enable it back when necessary
Node.EventPropertyNodeRemove.Enabled = true;

Event<Node, Property, int> EventPropertyNodeAdd#

The event triggered when a new property is assigned to the node. You can subscribe to events via Connect()  and unsubscribe via Disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Notice
For more details see the Event Handling article.
The event handler signature is as follows: myhandler(Node node, Property property, int property_index)

Usage Example

Source code (C#)
// implement the PropertyNodeAdd event handler
void propertynodeadd_event_handler(Node node,  Property property,  int property_index)
{
	Log.Message("\Handling PropertyNodeAdd event\n");
}

//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an EventConnections instance
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections propertynodeadd_event_connections = new EventConnections();


// link to this instance when subscribing to an event (subscription to various events can be linked)
Node.EventPropertyNodeAdd.Connect(propertynodeadd_event_connections, propertynodeadd_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Node.EventPropertyNodeAdd.Connect(propertynodeadd_event_connections, (Node node,  Property property,  int property_index) => { 
		Log.Message("Handling PropertyNodeAdd event lambda\n");
		}
	);

// later all of these linked subscriptions can be removed with a single line
propertynodeadd_event_connections.DisconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////

// subscribe to the PropertyNodeAdd event with a handler function
Node.EventPropertyNodeAdd.Connect(propertynodeadd_event_handler);


// remove subscription to the PropertyNodeAdd event later by the handler function
Node.EventPropertyNodeAdd.Disconnect(propertynodeadd_event_handler);


//////////////////////////////////////////////////////////////////////////////
//   3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////

// define a connection to be used to unsubscribe later
EventConnection propertynodeadd_event_connection;

// subscribe to the PropertyNodeAdd event with a lambda handler function and keeping the connection
propertynodeadd_event_connection = Node.EventPropertyNodeAdd.Connect((Node node,  Property property,  int property_index) => { 
		Log.Message("Handling PropertyNodeAdd event lambda\n");
	}
);

// ...

// you can temporarily disable a particular event connection 
propertynodeadd_event_connection.Enabled = false;

// ... perform certain actions

// and enable it back when necessary
propertynodeadd_event_connection.Enabled = true;

// ...

// remove the subscription later using the saved connection
propertynodeadd_event_connection.Disconnect();

//////////////////////////////////////////////////////////////////////////////
//   4. Ignoring PropertyNodeAdd events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Node.EventPropertyNodeAdd.Enabled = false;

// ... actions to be performed

// and enable it back when necessary
Node.EventPropertyNodeAdd.Enabled = true;

Event<Node, int> EventPropertyNodeSlotsChanged#

The event triggered when the number of the node's property slots is changed. You can subscribe to events via Connect()  and unsubscribe via Disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Notice
For more details see the Event Handling article.
The event handler signature is as follows: myhandler(Node node, int num_slots)

Usage Example

Source code (C#)
// implement the PropertyNodeSlotsChanged event handler
void propertynodeslotschanged_event_handler(Node node,  int num_slots)
{
	Log.Message("\Handling PropertyNodeSlotsChanged event\n");
}

//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an EventConnections instance
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections propertynodeslotschanged_event_connections = new EventConnections();


// link to this instance when subscribing to an event (subscription to various events can be linked)
Node.EventPropertyNodeSlotsChanged.Connect(propertynodeslotschanged_event_connections, propertynodeslotschanged_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Node.EventPropertyNodeSlotsChanged.Connect(propertynodeslotschanged_event_connections, (Node node,  int num_slots) => { 
		Log.Message("Handling PropertyNodeSlotsChanged event lambda\n");
		}
	);

// later all of these linked subscriptions can be removed with a single line
propertynodeslotschanged_event_connections.DisconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////

// subscribe to the PropertyNodeSlotsChanged event with a handler function
Node.EventPropertyNodeSlotsChanged.Connect(propertynodeslotschanged_event_handler);


// remove subscription to the PropertyNodeSlotsChanged event later by the handler function
Node.EventPropertyNodeSlotsChanged.Disconnect(propertynodeslotschanged_event_handler);


//////////////////////////////////////////////////////////////////////////////
//   3. Subscribe to an event and unsubscribe later via an EventConnection instance
//////////////////////////////////////////////////////////////////////////////

// define a connection to be used to unsubscribe later
EventConnection propertynodeslotschanged_event_connection;

// subscribe to the PropertyNodeSlotsChanged event with a lambda handler function and keeping the connection
propertynodeslotschanged_event_connection = Node.EventPropertyNodeSlotsChanged.Connect((Node node,  int num_slots) => { 
		Log.Message("Handling PropertyNodeSlotsChanged event lambda\n");
	}
);

// ...

// you can temporarily disable a particular event connection 
propertynodeslotschanged_event_connection.Enabled = false;

// ... perform certain actions

// and enable it back when necessary
propertynodeslotschanged_event_connection.Enabled = true;

// ...

// remove the subscription later using the saved connection
propertynodeslotschanged_event_connection.Disconnect();

//////////////////////////////////////////////////////////////////////////////
//   4. Ignoring PropertyNodeSlotsChanged events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Node.EventPropertyNodeSlotsChanged.Enabled = false;

// ... actions to be performed

// and enable it back when necessary
Node.EventPropertyNodeSlotsChanged.Enabled = true;

Members


Node GetAncestor ( int num ) #

Returns a node ancestor by its number.

Arguments

  • int num - Ancestor ID.

Return value

Ancestor node.

Node GetChild ( int num ) #

Returns a node child by its number.

Arguments

  • int num - Child ID.

Return value

Child node.

bool IsChild ( Node n ) #

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

Arguments

  • Node n - Node to check.

Return value

true if the given node is a child; otherwise, false.

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 SetData ( string name, 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 name - String containing a key identifying user data to be stored in the *.node file.
    Notice
    The "editor_data" key is reserved for the UnigineEditor.
  • string data - New user data. Data can contain an XML formatted string.

string GetData ( string name ) #

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.

Arguments

  • string name - String containing a key identifying user data stored in the *.node file.
    Notice
    The "editor_data" key is reserved for the UnigineEditor.

Return value

User string data. Data can be an xml formatted string.

void UpdateEnabled ( ) #

Updates node's internal state according to the current "enabled" state.

bool IsEnabledSelf ( ) #

Returns a value indicating if the node is enabled.

Return value

true if the node is enabled; otherwise, false.

void GetHierarchy ( Node[] OUT_hierarchy ) #

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

Arguments

  • Node[] OUT_hierarchy - Hierarchy buffer.
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.

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

1 if the node is valid; otherwise, 0.

int IsNode ( int id ) #

Check the node pointer.

Arguments

  • int id - Node pointer.

Return value

1 if the node is valid; otherwise, 0.

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 InsertProperty ( int num, string name ) #

Inserts the property with the specified name at the specified position.

Arguments

  • int num - Position at which a new property is to be inserted, in the range from 0 to the total number of node properties.
  • string name - Name of the property to be inserted.

Return value

int InsertProperty ( int num, UGUID guid ) #

Inserts the property with the specified GUID at the specified position.

Arguments

Return value

int InsertProperty ( int num, Property property ) #

Inserts the specified property at the specified position.

Arguments

Return value

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

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

Return value

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

Return value

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

Return value

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

Return value

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

Return value

void SetPropertyEnabled ( int num, bool 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.
  • bool enable - true to enable the specified node property, false to disable it.

bool IsPropertyEnabled ( int num ) #

Returns a value indicating if the node property with the specified number is enabled.

Arguments

Return value

true if the specified property is enabled; otherwise, false.

void SwapProperty ( int from_num, int to_num ) #

Swaps two properties with specified numbers in the list of properties associated with the node.
Notice
The order of properties in the list determines the execution sequence of logic of corresponding components (if any).

Arguments

void RemoveProperty ( int num ) #

Removes the node property with the specified number.

Arguments

void RemoveProperty ( string name ) #

Removes the node property that has the specified name.
Notice
If several properties with the same name are associated with the node, only the first one will be removed.

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.
Notice
If several such properties are associated with the node, only the first one will be removed.

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.
Notice
If several such properties are associated with the node, only the first one will be removed.

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

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

Return value

Property name, if exists; otherwise, NULL.

int FindProperty ( string name ) #

Searches for a property with the specified name among the ones assigned to the node.

Arguments

  • string name - GUID of a node property to be found.

Return value

Node property number in the range from 0 to the total number of node properties if such a property exists; otherwise -1.

int FindProperty ( UGUID guid ) #

Searches for a property with the specified GUID among the ones assigned to the node.

Arguments

  • UGUID guid - GUID of a node property to be found.

Return value

Node property number in the range from 0 to the total number of node properties if such a property exists; otherwise -1.

int FindProperty ( Property property ) #

Searches for a specified property among the ones assigned to the node.

Arguments

  • Property property - Node property to be found.

Return value

Node property number in the range from 0 to the total number of node properties if such a property exists; otherwise -1.

bool HasQueryForce ( ) #

Returns a value indicating if the Culled By Occlusion Queryoption is force-enabled for the node by the Engine.

Return value

true if the Culled By Occlusion Queryoption is force-enabled for the node by the Engine; otherwise, false.

void SetRotation ( quat rot, bool identity = 0 ) #

Sets the node rotation.

Arguments

  • quat rot - Quaternion representing node rotation in the local space.
  • bool identity - Flag indicating if node's scale is to be ignored or taken into account:
    • false - node's scale is taken into account. In this case additional calculations are performed to extract current node's scale and apply it when building the final transformation matrix. These additional operations reduce performance and may lead to error accumulation.
    • true - node's scale is ignored (assumed to be equal to 1 along all axes). Thus, the number of calculations performed for each rotation is reduced and error accumulation is minimal.
    Notice
    • It is recommended to set this flag for all non-scaled nodes to improve performance and accuracy.
    • Scaling of nodes should be avoided whenever possible, as it requires addidional calculations and may lead to error accumulation.

quat GetRotation ( ) #

Returns the node rotation.

Return value

Quaternion representing node rotation in the local space.

void SetWorldRotation ( quat rot, bool identity = 0 ) #

Sets the node rotation in the world space.

Arguments

  • quat rot - Node rotation in the world space.
  • bool identity - Flag indicating if node's scale is to be ignored or taken into account:
    • false - node's scale is taken into account. In this case additional calculations are performed to extract current node's scale and apply it when building the final transformation matrix. These additional operations reduce performance and may lead to error accumulation.
    • true - node's scale is ignored (assumed to be equal to 1 along all axes). Thus, the number of calculations performed for each rotation is reduced and error accumulation is minimal.
    Notice
    • It is recommended to set this flag for all non-scaled nodes to improve performance and accuracy.
    • Scaling of nodes should be avoided whenever possible, as it requires addidional calculations and may lead to error accumulation.

quat GetWorldRotation ( ) #

Returns the node rotation in the world space.

Return value

Node rotation in the world space.

void SetTransformWithoutChildren ( mat4 transform ) #

Sets the transformation matrix for the node in local coordinates (transformations of all node's children are not affected). This method can be used to change node's transformation relative to its children.

Arguments

  • mat4 transform - New transformation matrix to be set for the node (local coordinates).

Node.TYPE 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 ( Node.TYPE type ) #

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

Arguments

Return value

Node type name.

void setVariable ( ) #

Sets the value of a variable with a given name. If such variable does not exist it will be added with a specified value.
Source code (C#)
NodeDummy container;
if(container.HasVariable("key1")) {
	container.SetVariable("key1",42);
}
int value = container.GetVariable("key1");
container.RemoveVariable("key1");

Arguments

    void SetVariable ( string name, Variable variable ) #

    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

    • string name - Variable name.
    • Variable variable - Variable value.

    Variable GetVariable ( ) #

    Returns the variable with a given name.
    Source code (C#)
    NodeDummy container;
    if(container.HasVariable("key1")) {
    	container.SetVariable("key1",42);
    }
    int value = container.GetVariable("key1");
    container.RemoveVariable("key1");

    Arguments

      Return value

      Variable if it exists; otherwise, variable with 0 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.

      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 or null.

      void SetWorldTransformWithoutChildren ( mat4 transform ) #

      Sets the transformation matrix for the node in world coordinates (transformations of all node's children are not affected). This method can be used to change node's transformation relative to its children.

      Arguments

      • mat4 transform - New transformation matrix to be set for the node (world coordinates).

      vec3 GetBodyWorldVelocity ( 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 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.

      bool LoadWorld ( Xml xml ) #

      Loads a node state from the Xml.

      Arguments

      • Xml xml - Xml smart pointer.

      Return value

      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.
      Notice
      You should enable the engine visualizer by the show_visualizer 1 console command.

      bool SaveState ( Stream stream ) #

      Saves a node state to a binary stream.

      Example using saveState() and restoreState() methods:

      Source code (C#)
      // initialize a node and set its state
      NodeDummy node = new NodeDummy();
      node.Position = new vec3(1, 1, 0);
      
      // save state
      Blob blob_state = new Blob();
      node.SaveState(blob_state);
      
      // change the node state
      node.Position = new vec3(0, 0, 0);
      
      // restore state
      blob_state.SeekSet(0);      // returning the carriage to the start of the blob
      node.RestoreState(blob_state);

      Arguments

      • Stream stream - Stream to save node state data.

      Return value

      true if node state is successfully saved; otherwise, false.

      bool RestoreState ( Stream stream ) #

      Restores a node state from a binary stream.

      Example using saveState() and restoreState() methods:

      Source code (C#)
      // initialize a node and set its state
      NodeDummy node = new NodeDummy();
      node.Position = new vec3(1, 1, 0);
      
      // save state
      Blob blob_state = new Blob();
      node.SaveState(blob_state);
      
      // change the node state
      node.Position = new vec3(0, 0, 0);
      
      // restore state
      blob_state.SeekSet(0);        // returning the carriage to the start of the blob
      node.RestoreState(blob_state);

      Arguments

      • Stream stream - Stream with saved node state data.

      Return value

      true if node state is successfully restored; otherwise, false.

      bool SaveWorld ( Xml xml ) #

      Saves the node into the Xml.

      Arguments

      • Xml xml - Xml smart pointer.

      Return value

      true if the node is successfully saved; otherwise, false.

      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 Translate ( Scalar x, Scalar y, Scalar z ) #

      Translates the node relative to its local coordinate system: the parent node transformation isn't taken into account.

      Arguments

      • Scalar x - Node translation along the X axis, in units.
      • Scalar y - Node translation along the Y axis, in units.
      • Scalar z - Node translation along the Z axis, in units.

      void WorldTranslate ( vec3 t ) #

      Translates the node in the world space using the specified vector.

      Arguments

      • vec3 t - Translation vector.

      void WorldTranslate ( Scalar x, Scalar y, Scalar z ) #

      Translates the node in the world space using the values specified for the corresponding axes.

      Arguments

      • Scalar x - Node translation along the X axis, in units.
      • Scalar y - Node translation along the Y axis, in units.
      • Scalar z - Node translation along the Z axis, in units.

      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 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.

      void Rotate ( vec3 angles ) #

      Rotates the node in the local space. Rotation is determined by Euler angles passed as a vec3 vector.

      Arguments

      void Rotate ( float angle_x, float angle_y, float angle_z ) #

      Rotates the node in the world space according to specified Euler angles.

      Arguments

      • float angle_x - Pitch angle, in degrees.
      • float angle_y - Roll angle, in degrees.
      • float angle_z - Yaw angle, in degrees.

      void WorldRotate ( quat r ) #

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

      Arguments

      • quat r - Rotation quaternion.

      void WorldRotate ( vec3 angles ) #

      Rotates the node in the world space. Rotation is determined by Euler angles passed as a vec3 vector.

      Arguments

      • vec3 angles - Vector containing Euler angles (Pitch, Yaw, Roll).

      void WorldRotate ( float angle_x, float angle_y, float angle_z ) #

      Rotates the node in the world space according to specified Euler angles.

      Arguments

      • float angle_x - Pitch angle, in degrees.
      • float angle_y - Roll angle, in degrees.
      • float angle_z - Yaw angle, in degrees.

      void SetDirection ( vec3 dir, vec3 up, MathLib.AXIS 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.
      Source code (C#)
      // get the node
      Node node = World.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),MathLib.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).
      • MathLib.AXIS axis - Axis along which the direction vector should be pointed. The default is the negative Z axis.

      vec3 GetDirection ( MathLib.AXIS 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.
      Source code (C#)
      node.GetDirection(node.IsPlayer() ? MathLib.AXIS.NZ : MathLib.AXIS.Y); // forward direction vector
      node.GetDirection(node.IsPlayer() ? MathLib.AXIS.Z : MathLib.AXIS.NY); // backward direction vector
      node.GetDirection(node.IsPlayer() ? MathLib.AXIS.Y : MathLib.AXIS.Z); // upward direction vector
      node.GetDirection(node.IsPlayer() ? MathLib.AXIS.NY : MathLib.AXIS.NZ); // down direction vector
      node.GetDirection(MathLib.AXIS.X); // right direction vector
      node.GetDirection(MathLib.AXIS.NX); // left direction vector

      Arguments

      • MathLib.AXIS 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, MathLib.AXIS 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:
      Source code (C#)
      // get the node
      Node node = World.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),MathLib.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).
      • MathLib.AXIS axis - Axis along which the direction vector should be pointed. The default is the negative Z axis.

      vec3 GetWorldDirection ( MathLib.AXIS 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.
      Source code (C#)
      node.GetWorldDirection(node.IsPlayer() ? MathLib.AXIS.NZ : MathLib.AXIS.Y); // forward direction vector
      node.GetWorldDirection(node.IsPlayer() ? MathLib.AXIS.Z : MathLib.AXIS.NY); // backward direction vector
      node.GetWorldDirection(node.IsPlayer() ? MathLib.AXIS.Y : MathLib.AXIS.Z); // upward direction vector
      node.GetWorldDirection(node.IsPlayer() ? MathLib.AXIS.NY : MathLib.AXIS.NZ); // down direction vector
      node.GetWorldDirection(MathLib.AXIS.X); // right direction vector
      node.GetWorldDirection(MathLib.AXIS.NX); // left direction vector

      Arguments

      • MathLib.AXIS axis - Axis along which the direction vector points. The default is the negative Z axis.

      Return value

      Direction vector in world coordinates.

      Node GetCloneNode ( Node original_node ) #

      Returns a node cloned from the specified original node.
      Notice
      This method is intended for use only inside the node clone callback.

      Arguments

      • Node original_node - Original node that was cloned.

      Return value

      Clone of the specified original node if it exists; otherwise the original node itself.

      Property GetCloneProperty ( Property original_property ) #

      Returns a node property cloned from the specified original property.
      Notice
      This method is intended for use only inside the node clone callback.

      Arguments

      • Property original_property - Original node property that was cloned.

      Return value

      Clone of the specified original node property if it exists; otherwise the original node property itself.

      void SetSaveToWorldEnabledRecursive ( bool enable ) #

      Sets a value indicating if saving to *.world file is enabled for the node and all its children (if any).

      Arguments

      • bool enable - true to enable saving to *.world file for the node and all its children (if any); 0 to disable.

      void SetShowInEditorEnabledRecursive ( bool enable ) #

      Sets a value indicating if displaying in the World Hierarchy window of the UnigineEditor is enabled for the node and all its children (if any).

      Arguments

      • bool enable - true to enable displaying in the World Hierarchy window of the UnigineEditor for the node and all its children (if any); 0 to disable.

      Node.LIFETIME GetLifetimeSelf ( ) #

      Returns the lifetime management type set for the node itself.
      Notice
      Lifetime of each node in the hierarchy is defined by it's root (either parent or posessor). Setting lifetime management type for a child node different from the one set for the root has no effect.

      Return value

      Lifetime management type for the node (see the LIFETIME enum).

      WorldBoundBox GetHierarchyBoundBox ( bool only_enabled_nodes = false ) #

      Returns a bounding box with local coordinates that takes children into account, but doesn't participate in physics calculations. Exclusion of objects from the spatial tree significantly reduces the size of the tree and improves performance due to saving time on bounding box recalculation when transforming nodes.

      Arguments

      • bool only_enabled_nodes - Set true to obtain the result taking into account only the nodes in the hierarchy that are enabled, or false - to take into account all nodes in the hierarchy regardless of their enabled state.

      Return value

      The bounding box with world coordinates.

      WorldBoundSphere GetHierarchyBoundSphere ( bool only_enabled_nodes = false ) #

      Returns a bounding sphere with local coordinates that takes children into account, but doesn't participate in physics calculations. Exclusion of objects from the spatial tree significantly reduces the size of the tree and improves performance due to saving time on bounding sphere recalculation when transforming nodes.

      Arguments

      • bool only_enabled_nodes - Set true to obtain the result taking into account only the nodes in the hierarchy that are enabled, or false - to take into account all nodes in the hierarchy regardless of their enabled state.

      Return value

      The bounding sphere with world coordinates.

      WorldBoundBox GetHierarchyWorldBoundBox ( bool only_enabled_nodes = false ) #

      Returns a bounding box with world coordinates that takes children into account, but doesn't participate in physics calculations. Exclusion of objects from the spatial tree significantly reduces the size of the tree and improves performance due to saving time on bounding box recalculation when transforming nodes.

      Arguments

      • bool only_enabled_nodes - Set true to obtain the result taking into account only the nodes in the hierarchy that are enabled, or false - to take into account all nodes in the hierarchy regardless of their enabled state.

      Return value

      The bounding box with world coordinates.

      WorldBoundSphere GetHierarchyWorldBoundSphere ( bool only_enabled_nodes = false ) #

      Returns a bounding sphere with world coordinates that takes children into account, but doesn't participate in physics calculations. Exclusion of objects from the spatial tree significantly reduces the size of the tree and improves performance due to saving time on bounding sphere recalculation when transforming nodes.

      Arguments

      • bool only_enabled_nodes - Set true to obtain the result taking into account only the nodes in the hierarchy that are enabled, or false - to take into account all nodes in the hierarchy regardless of their enabled state.

      Return value

      The bounding sphere with world coordinates.

      WorldBoundBox GetHierarchySpatialBoundBox ( bool only_enabled_nodes = false ) #

      Returns a bounding box with world coordinates that takes all children and physics into account. This bounding box is used by the spatial tree.

      Arguments

      • bool only_enabled_nodes - Set true to obtain the result taking into account only the nodes in the hierarchy that are enabled, or false - to take into account all nodes in the hierarchy regardless of their enabled state.

      Return value

      The bounding box with world coordinates.

      WorldBoundSphere GetHierarchySpatialBoundSphere ( bool only_enabled_nodes = false ) #

      Returns a bounding sphere with world coordinates that takes all children and physics into account. This bounding sphere is used by the spatial tree.

      Arguments

      • bool only_enabled_nodes - Set true to obtain the result taking into account only the nodes in the hierarchy that are enabled, or false - to take into account all nodes in the hierarchy regardless of their enabled state.

      Return value

      The bounding sphere with world coordinates.

      virtual void UpdateSpatialTree ( ) #

      Updates node bounds in the spatial tree in the current frame. This method can be used in case you use some custom logic affecting node bounds or position and need to have your changes to be taken into account in the current frame, as well as to process such changes for your custom nodes ( ObjectExtern, NodeExtern) which are otherwise ignored. Calling this method enables you to apply changes for this node fast without complete tree recalculation. But you should be aware that node bounds fast-updated this way might be inaccurate (they can only be expanded, as shrinking will require tree recalculation). In case you need to have 100% accurate bounds in the current frame, call the World.UpdateSpatial() method. You can also simply tell the spatial tree to update node bounds in the next frame via the UpdateSpatialTreeDelayed() method.

      void UpdateSpatialTreeDelayed ( ) #

      Mark node bounds in the spatial tree to be updated in the next frame (all bounds will be 100% accurate in this case unlike for the UpdateSpatialTree() method). This method can be used in case you use some custom logic affecting node bounds or position, as well as to process such changes for your custom nodes ( ObjectExtern, NodeExtern) which are otherwise ignored. The changes will only be applied in the next frame, in case you need to have your changes to be taken into account right in the current frame use the World.UpdateSpatial() method for 100% accurate bounds (slow), or the fast UpdateSpatialTree() method which only expands node bounds if necessary.

      WorldTrigger GetWorldTrigger ( int num ) #

      Returns one of the World Triggers inside which the node is located at the moment by its number. For any node in the world, you can check whether it is currently inside any World Trigger and access any of such triggers by simply calling this method.

      Arguments

      • int num - Number of the World Trigger in the list of World Triggers inside which the node is located at the moment.

      Return value

      World Trigger with the specified number inside which the node is located at the moment.

      UGUID GetLostNodePropertyGUID ( int num ) #

      Returns the GUID of a lost property assigned to the node. If for some reason a property assigned to the specified slot of the node is missing, this method can be used to get it's GUID.

      Arguments

      • int num - Target property slot number.

      Return value

      Lost property GUID.

      void RenderBounds ( bool render_node_bound = true, bool render_instance_bound = false ) #

      Arguments

      • bool render_node_bound
      • bool render_instance_bound
      Last update: 2024-03-27
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