Unigine::Node Class
Header: | #include <UnigineNode.h> |
In terms of Unigine, all of the objects added into the scene are called nodes. Nodes can be of different types, determining their visual representation and behavior.
The node is created and stored in the world. All changes are saved into the .world file.
The node can be also saved into an external .node file and then imported into the world when necessary. Also it is possible to create a reference to the exported node.
You can associate any string data (written directly into a *.node or a *.world file) or an arbitrary user variable with a node.
See Also
- How to handle ownership
- How to work with the node's matrix transformations
Node Class
Members
Ptr<Node> getAncestor(int num)
Returns a node ancestor by its number.Arguments
- int num - Ancestor ID.
Return value
Ancestor node.Math::vec3 getAngularVelocity()
Returns the angular velocity of the node's physical body in the local space.Return value
Angular velocity in the local space.BoundBox getBoundBox()
Returns the bounding box of the node.Return value
The bounding box.BoundSphere getBoundSphere()
Returns the bounding sphere of the node.Return value
Bounding sphere of the node.Ptr<Node> getChild(int num)
Returns a node child by its number.Arguments
- int num - Child ID.
Return value
Child node.int isChild(const Ptr<Node> & n)
Checks if a given node is a child of the node.Arguments
- const Ptr<Node> & n - Node to check.
Return value
1 if the given node is a child; otherwise, 0.void setChildIndex(const Ptr<Node> & n, int index)
Sets the index for a given child node of the node.Arguments
- const Ptr<Node> & n - Child node.
- int index - Node index.
int getChildIndex(const Ptr<Node> & n)
Returns the index of a given child node of the node.Arguments
- const Ptr<Node> & n - Child node.
Return value
Node index.void setClutter(int clutter)
Sets a value indicating if the node represents a clutter object.Arguments
- int clutter - Positive number to mark the node as a clutter object; otherwise, 0.
int isClutter()
Returns a value indicating if the node is a clutter object.Return value
1 if the node is a clutter object; otherwise, 0.void setCollider(int collider)
Updates a value indicating if collision test enabled for the node.Arguments
- int collider - Positive number to enable collision test, 0 to disable.
int isCollider()
Returns a value indicating if collision test is enabled for the node.Return value
1 if collision test is enabled for the node ; otherwise, 0.void setData(const char * 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
- const char * data - New user data. Data can contain an XML formatted string.
const char * getData()
Returns user data associated with the node.- If the node was loaded from the *.node file, data from the data tag of this file is returned.
- If the node is loaded from the *.world file, data from the Node data tag of the *.world file is returned.
- If the node is loaded from the *.world file as a NodeReference, data from the NodeReference data tag of the *.world file is returned.
Return value
User string data. Data can be an xml formatted string.int isDecal()
Returns a value indicating if the node is a decal node (its type is DECAL_*).Return value
1 if the node is a decal node; otherwise, 0.void setDirection(const Math::vec3 & dir, const Math::vec3 & up)
Updates the direction vector of the node. By default, a direction vector points along -Z axis. This function changes its direction and reorients the node.Arguments
- const Math::vec3 & dir - New direction vector in the local space. The direction vector always has unit length.
- const Math::vec3 & up - New "up" vector in the local space.
Math::vec3 getDirection()
Returns the normalized direction vector of the node. By default, a direction vector points along the mesh local -Z axis. It always has an unit length.Return value
Normalized direction vector in the local space.void setEnabled(int enabled)
Enables or disables the node.Arguments
- int enabled - 1 to enable the node, 0 to disable it.
int isEnabled()
Returns a value indicating if the node and its parent nodes are enabled.Return value
1 if the node and its parent nodes are enabled; otherwise, 0.int isEnabledSelf()
Returns a value indicating if the node is enabled.Return value
1 if the node is enabled; otherwise, 0.int isExtern()
Returns a value indicating if the node is an extern node (its type is one of the following: NODE_EXTERN, OBJECT_EXTERN, WORLD_EXTERN).Return value
1 if the node is an extern node; otherwise, 0.int isField()
Returns a value indicating if the node is a field node (its type is one of the FIELD_*).Return value
1 if the node is a field node; otherwise, 0.void setFolded(int folded)
Shows or minimizes node children in the node tree hierarchy.Arguments
- int folded - Positive number to minimize node children; 0 to expand node hierarchy.
int isFolded()
Returns a value indicating if node children are displayed or minimized in the node tree hierarchy.Return value
Positive number if node children are hidden in the node tree; otherwise, 0.int isGeodetic()
Returns a value indicating if the node is a geodetic-related node.Return value
1 if the node is a geodetic-related node; otherwise, 0.void setHandled(int handled)
Disables or shows the node handle. This option is valid only for invisible nodes, such as light and sound sources, particle systems and world-managing nodes (WorldSector, WorldPortal, WorldOccluder, triggers, expressions, etc.)Arguments
- int handled - Positive value to show the handle, 0 to hide it.
int isHandled()
Returns a value indicating if the node handle is displayed. This option is valid only for invisible nodes, such as light and sound sources, particle systems and world-managing nodes (WorldSector, WorldPortal, WorldOccluder, triggers, expressions, etc.)Return value
1 if the handle is shown; otherwise, 0.void getHierarchy(Vector< Ptr<Node> > & hierarchy)
Retrieves the whole hierarchy of the node and puts it to the hierarchy buffer.Arguments
- Vector< Ptr<Node> > & hierarchy - Hierarchy buffer.
int setID(int id)
Sets a unique ID for the node.Arguments
- int id - Node ID.
Return value
1 if the ID is set successfully; otherwise, 0.int getID()
Returns the ID of the node.See also engine.world.getNode() function.
Return value
Node ID.Math::Mat4 getIWorldTransform()
Returns the inverse transformation matrix of the node for transformations in the world coordinates.Return value
Inverse transformation matrix.void setLatest(int latest)
Sets a flag that forces a node to be updated the last of all, after states of all other nodes were updated. For example, a post update flag is useful to draw nodes strictly in front of the camera (after a Player has updated its transformations). By default, this flag is set to 0.Arguments
- int latest - Positive value to update a node last of all; otherwise, 0.
int isLatest()
Checks if a node is forced to be updated the last of all, after states of all other nodes were updated. For example, a post update flag is useful to draw nodes strictly in front of the camera (after a Player has updated its transformations). By default, this flag is set to 0.Return value
1 if the node is updated last of all; otherwise, 0int isLight()
Returns a value indicating if the node is a light source (its type is LIGHT_*).Return value
1 if the node is a light source; otherwise, 0.Math::vec3 getLinearVelocity()
Returns the linear velocity of the node's physical body in the local space.Return value
Linear velocity in the local space.void getLinkedHierarchy(Vector< Ptr<Node> > & ret)
Retrieves the whole hierarchy of a given linked node and puts it to the hierarchy buffer.Arguments
- Vector< Ptr<Node> > & ret - Hierarchy buffer.
Ptr<Node> getLinkedRoot()
Returns a parent node linked to the root prefab.Return value
Parent node linked to the root prefab if it exists; otherwise, NULL.void setName(const char * name)
Sets a name for the node.Arguments
- const char * name - New name of the node.
const char * getName()
Returns the name of the node.Return value
Name of the node.int isNavigation()
Returns a value indicating if a given node is a navigation node.Return value
Returns 1 if the given node is a navigation node; otherwise, 0.Ptr<Node> getNode()
Returns a node pointer.Return value
Node pointer.Ptr<Node> getNode(int id)
Returns a node pointer.Arguments
- int id - Node identifier.
Return value
Node pointer.int isNode(const Ptr<Node> & node)
Check the node pointer.Arguments
- const Ptr<Node> & node - Node pointer.
Return value
Returns 1 if the node is valid; otherwise, 0.int isNode(int id)
Check the node pointer.Arguments
- int id - Node pointer.
Return value
Returns 1 if the node is valid; otherwise, 0.int getNumAncestors()
Returns the number of ancestors of the node.Return value
Number of ancestors.int getNumChildren()
Returns the number of children of the node.Return value
Number of child nodes.int isObject()
Returns a value indicating if the node is an object node (its type is OBJECT_*).Return value
1 if the node is an object node; otherwise, 0.Ptr<Body> getObjectBody()
Returns a physical body assigned to the node if it is an object node.Return value
Body assigned to the object node; otherwise, NULL (0).Ptr<BodyRigid> getObjectBodyRigid()
Returns a rigid body assigned to the node if it is an object node.Return value
Rigid body assigned to the object node; otherwise, NULL (0).int isObstacle()
Returns a value indicating if the node is an obstacle node (its type is OBSTACLE_*).Return value
Returns 1 if the given node is an obstacle node; otherwise, 0.void setOldWorldTransform(const Math::Mat4 & transform)
Sets old transformation matrix for the node in the world coordinates.Arguments
- const Math::Mat4 & transform - Old transformation matrix to be set.
Math::Mat4 getOldWorldTransform()
Returns old transformation matrix for the node in the world coordinates.Return value
Old transformation matrix.int isOwner()
Returns the owner flag. If the pointer is the owner, on its deletion the node also will be deleted. Use grab() and release() functions to change ownershipReturn value
Owner flag.void setParent(const Ptr<Node> & parent)
Sets the new parent for the node. Transformations of the current node will be done in the coordinates of the parent.Arguments
- const Ptr<Node> & parent - New parent node.
Ptr<Node> getParent()
Returns the parent of the node.Return value
Parent node or NULL (0), if the node has no parent.int isPhysical()
Returns a value indicating if the node is a physical node (its type is PHYSICAL_*).Return value
1 if the node is a physical node; otherwise, 0.int isPlayer()
Returns a value indicating if the node is a player node (its type is PLAYER_*).Return value
1 if the node is a player node; otherwise, 0.void setPosition(const Math::Vec3 & pos)
Sets the node position.Arguments
- const Math::Vec3 & pos - Node position in the local space
Math::Vec3 getPosition()
Returns the node position.Return value
Node position in the local spacePtr<Node> getPossessor()
Returns a possessor of the node. The following nodes can be possessors:- NodeReference
- WorldCluster
- WorldClutter
- WorldLayer
Return value
Node posessor, if it exists; otherwise, NULL.int isPrefabInstance()
Returns a value indicating if the node is a prefab instance.Return value
1 if the node is a prefab instance; otherwise, 0.int isPrefabInstanceChanged()
Returns a value indicating if the prefab instance of the node is changed.Return value
1 if the node is a part of a prefab instance, that has nodes with overriden parameters or children that are not linked to prefab; otherwise, 0.int isPrefabMissing()
Returns a value indicating if the prefab is not found or was deleted.Return value
1 if the prefab is not found or was deleted; otherwise, 0.int setPrefabName(const char * name)
Sets the prefab name for the node. The prefab name can be set only for nodes linked to a root prefab. Links of all linked child nodes are updated automatically.Arguments
- const char * name - New prefab name for the node. If an empty string is passed, the current prefab link is removed (links of all linked child nodes are also removed).
Return value
1 if the prefab name is successfully set; otherwise, 0.const char * getPrefabName()
Returns the prefab name for the node. Only the nodes that are linked to a root prefab have the prefab name.Return value
Prefab name for the node.void getPrefabPropertyNames(Vector< String > & property_names)
Returns the list of property names of a prefab of the node and puts it to a given vector of strings.Arguments
- Vector< String > & property_names - A vector of strings to fill with prefab property names.
int isPrefabPropertyOverridden(const char * property_name)
Returns a value indicating if a given prefab property is overridden.Arguments
- const char * property_name - Prefab property name.
Return value
1 if a given prefab property is overridden; otherwise, 0.int setProperty(const char * name)
Associates a given property with the whole node.Arguments
- const char * name - Property name.
Return value
1 if the property is set successfully; otherwise, 0.Ptr<Property> getProperty()
Returns a property associated with the node.Return value
Node property smart pointer, if exists; otherwise, NULL.const char * getPropertyName()
Returns the name of a property associated with the node.Return value
Property name, if exists; otherwise, NULL.void setQuery(int query)
Updates a value indicating if occlusion query is used for the node.Arguments
- int query - Positive number to use occlusion query, 0 not to use.
int isQuery()
Returns a value indicating if occlusion query is used for the node. The default is 0 (not used).Return value
1 if occlusion query is used; otherwise, 0.Ptr<Node> getRootNode()
Returns the root node for the node.Return value
Root node the root node for the node.void setRotation(const Math::quat & rot, int identity = 0)
Sets the node rotation.Arguments
- const Math::quat & rot - Node rotation in the local space.
- int identity - 1 to enable scaling of the node, 0 to disable it.
Math::quat getRotation()
Returns the node rotation.Return value
Node rotation in the local space.void setScale(const Math::vec3 & s)
Sets the scale of the node.Arguments
- const Math::vec3 & s - Node scale in the local space.
Math::vec3 getScale()
Returns the scale of the node.Return value
Node scale in the local space.int isShadow()
Returns a value indicating if the node was a shadow caster in the previous frame and, therefore, is updated.Return value
1 if the node was a shadow caster; otherwise, 0.int isSound()
Returns a value indicating if the node is a sound node (its type is SOUND_*).Return value
1 if the node is a sound node; otherwise, 0.void setSpatial(int spatial)
Updates a value indicating if sectors and portals are used for node visibility determination.Arguments
- int spatial - Positive value to consider sectors and portals; otherwise, 0.
int isSpatial()
Returns a value indicating if sectors and portals are used for node visibility determination.Return value
Returns 1 if sectors and portals are considered; otherwise, 0.void setTransform(const Math::Mat4 & transform)
Sets the transformation matrix for the node in its parent coordinates.Arguments
- const Math::Mat4 & transform - New transformation matrix.
Math::Mat4 getTransform()
Returns the transformation matrix of the node in its parent coordinates.Return value
Transformation matrix.int getType()
Returns a type of the node.Return value
Node type identifier.int getTypeId(const char * type)
Returns the ID of a node type with a given name.Arguments
- const char * type - Node type name.
Return value
Node type ID, if such type exists; otherwise, -1.const char * getTypeName()
Returns a name of the node type.Return value
Node type name.const char * getTypeName(int type)
Returns the name of a node type with a given ID.Arguments
- int type - Node type ID.
Return value
Node type name.int isVisible()
Returns a value indicating if the node was shown in the viewport in the previous frame and, therefore, is updated.Return value
1 if the node was visible; otherwise, 0.int isWorld()
Returns a value indicating if the node is a world node (its type is WORLD_*).Return value
1 if the node is a world node; otherwise, 0.Math::vec3 getWorldBack()
Returns the normalized "back" vector of the node. This vector always has a unit length.Return value
Normalized "back" vector in the world space.UNIGINE_BOUND_BOX getWorldBoundBox()
Returns the world bounding box of the node.Return value
World bounding box.UNIGINE_BOUND_SPHERE getWorldBoundSphere()
Returns the world bounding sphere of the node.Return value
World bounding sphere.void setWorldDirection(const Math::vec3 & dir, const Math::vec3 & up)
Sets the direction vector of the node. By default, a direction vector points along -Z axis. This function changes its direction and reorients the node.Arguments
- const Math::vec3 & dir - New direction vector in the world space. The direction vector always has a unit length.
- const Math::vec3 & up - New up vector in the world space.
Math::vec3 getWorldDirection()
Returns the normalized direction vector of the node. By default, a direction vector points along the mesh local -Z axis and is returned in world space coordinates. It always has a unit length.Return value
Normalized direction vector in the world space.Math::vec3 getWorldDown()
Returns the normalized "down" vector of the node. This vector always has a unit length.Return value
Normalized "down" vector in the world space.Math::vec3 getWorldForward()
Returns the normalized "forward" vector of the node. This vector always has a unit length.Return value
Normalized "forward" vector in the world space.Math::vec3 getWorldLeft()
Returns the normalized "left" vector of the node. This vector always has a unit length.Return value
Normalized "left" vector in the world space.void setWorldParent(const Ptr<Node> & n)
Sets the new parent of the node. Transformations of the current node will be done in the world coordinates.Arguments
- const Ptr<Node> & n - New parent node.
void setWorldPosition(const Math::Vec3 & pos)
Sets the node position in the world coordinates.Arguments
- const Math::Vec3 & pos
Math::Vec3 getWorldPosition()
Returns the node position in the world coordinates.Return value
Node position in the world space.Math::vec3 getWorldRight()
Returns the normalized "right" vector of the node. This vector always has a unit length.Return value
Normalized "right" vector in the world space.void setWorldRotation(const Math::quat & rot, int identity = 0)
Sets the node rotation in the world space.Arguments
- const Math::quat & rot - Node rotation in the world space.
- int identity - 1 to enable scaling of the node, 0 to disable it.
Math::quat getWorldRotation()
Returns the node rotation in the world space.Return value
Node rotation in the world space.void setWorldScale(const Math::vec3 & s)
Sets the node scale in the world space.Arguments
- const Math::vec3 & s - Node scale in the world space.
Math::vec3 getWorldScale()
Returns the node scale in the world space.Return value
Node scale in the world space.Ptr<WorldSector> getWorldSector()
Returns a sector, in which the node is located.Return value
World sector.void setWorldTransform(const Math::Mat4 & transform)
Sets the transformation matrix for the node in the world coordinates.Arguments
- const Math::Mat4 & transform - Transformation matrix.
Math::Mat4 getWorldTransform()
Returns the transformation matrix of the node in the world coordinates.Return value
Transformation matrix.Math::vec3 getWorldUp()
Returns the normalized "up" vector of the node. This vector always has a unit length.Return value
Normalized "up" vector in the world space.Math::vec3 getWorldVelocity(const Math::Vec3 & point)
Returns linear velocity of a point of the node's physical body in the world space.Arguments
- const Math::Vec3 & point
Return value
Linear velocity in the world space.void addChild(const Ptr<Node> & n)
Adds a child to the node. Transformations of the new child will be done in the coordinates of the parent.Arguments
- const Ptr<Node> & n - New child node.
void addWorldChild(const Ptr<Node> & n)
Adds a child to the node. Transformations of the new child will be done in the world coordinates.Arguments
- const Ptr<Node> & n - New child node.
void applyToPrefab(const char * prefab_name, Vector< Ptr<Node> > & nodes_to_remove = NULL)
Applies node's hierarchy and properties to the specified prefab.This method can be called for root linked nodes only. If a prefab link is frozen, it will be restored.
Arguments
- const char * prefab_name - Prefab name.
- Vector< Ptr<Node> > & nodes_to_remove - Buffer to store the unlinked nodes to be removed.If this parameter is NULL, nodes will be deleted permanently.
int canAddChild(const Ptr<Node> & n)
Returns a value indicating if a given node can be added to the node as a child. This method is used to prevent nested prefab recursion.Arguments
- const Ptr<Node> & n - Node to add as a child.
Return value
1 if a node can be added as a child; otherwise, 0.Ptr<Node> clone()
Clones the current node.Return value
Cloned node.int findAncestor(int type)
Returns the ID of node's ancestor of a given type.Arguments
- int type - Ancestor type identifier. One of the NODE_* pre-defined variables.
Return value
Ancestor ID if it exists; otherwise -1.int findAncestor(const char * name)
Returns the ID of node's ancestor with a given name.Arguments
- const char * name - Ancestor name.
Return value
Ancestor ID if it exists; otherwise -1.int findChild(const char * name)
Searches for a child node with a given name among the children of the node.Arguments
- const char * name - Name of the child node.
Return value
Child node number, if it is found; otherwise, -1.Ptr<Node> findNode(const char * name, int recursive = 0)
Searches for a node with a given name among the children of the node.Arguments
- const char * name - Name of the child node.
- int recursive - 1 if the search is recursive (i.e. performed for children of child nodes); otherwise, 0.
Return value
Child node, if it is found; otherwise, NULL.void freezePrefabLink()
Freezes current prefab link of the node. All changes made to the prefab will not affect the node.If revertFromPrefab() or applyToPrefab() methods are called, the link is restored.
void grab()
Grabs the node (sets the owner flag to 1). The node should not be handled by the engine after this function is called.int hasOverridenPrefabProperties()
Returns a value indicating if the node has overriden prefab properties.Return value
1 if the node has overriden prefab properties; otherwise, 0.int hasPrefabLink()
Returns a value indicating if the node has a prefab link.Return value
1 if the node has a prefab link; otherwise, 0.int hasPrefabName()
Returns a value indicating if the node has a prefab name.Return value
1 if the node has a prefab name; otherwise, 0.int loadWorld(const Ptr<Xml> & xml)
Loads a node state from the Xml.Arguments
- const Ptr<Xml> & xml - Xml smart pointer.
Return value
1 if the node state is loaded successfully; otherwise, 0.void release()
Releases the node (sets the owner flag to 0). The node should be handled by the engine after this function is called.void removeChild(const Ptr<Node> & n)
Removes a child node (added by the addChild() method) from the list of children.Arguments
- const Ptr<Node> & n - Child node to remove.
void removeWorldChild(const Ptr<Node> & n)
Removes a child node (added by the addWorldChild() method) from the list of children.Arguments
- const Ptr<Node> & n - Child node to remove.
void renderVisualizer()
Renders a bounding box / sphere of the object.You should enable the engine visualizer by the
show_visualizer 1 console command.
int restoreState(const Ptr<Stream> & stream)
Restores a node state from the stream.This function is deprecated and will be removed in the next release.
Arguments
- const Ptr<Stream> & stream - Stream smart pointer.
Return value
1 if node state is successfully restored; otherwise, 0.void revertFromPrefab(Vector< Ptr<Node> > & nodes_to_remove = NULL)
Reverts node hierarchy and properties from the prefab.This method can be called for root linked nodes only. If a prefab link is frozen, it will be restored.
Arguments
- Vector< Ptr<Node> > & nodes_to_remove - Buffer to store the unlinked nodes to be removed.If this parameter is NULL, nodes will be deleted permanently.
int revertPrefabProperty(const char * property_name)
Reverts node's property with a given name from a prefab. This method also sets the overridden flag of the property to 0.Arguments
- const char * property_name - Property name.
Return value
1 if node's property with a given name was successfully reverted from a prefab; otherwise, 0.void rotate(const Math::quat & r)
Rotates the node. Rotation is determined by the specified quaternion.Arguments
- const Math::quat & r - Rotation quaternion.
int saveState(const Ptr<Stream> & stream)
Saves a node state into the stream.This function is deprecated and will be removed in the next release.
Arguments
- const Ptr<Stream> & stream - Stream smart pointer.
Return value
1 if node state is successfully saved; otherwise, 0.int saveWorld(const Ptr<Xml> & xml)
Saves a node state into the Xml.Arguments
- const Ptr<Xml> & xml - Xml smart pointer.
Return value
1 if the node state is saved successfully; otherwise, 0.void scale(const Math::vec3 & s)
Scales the node.Arguments
- const Math::vec3 & s - Scale vector.
void swap(const Ptr<Node> & n)
Swaps two nodes.Arguments
- const Ptr<Node> & n - Node to swap.
Math::vec3 toLocal(const Math::Vec3 & p)
Converts a given vector in the world space to the node's local space.Arguments
- const Math::Vec3 & p - Vector in the world space.
Return value
Vector in the local space.Math::Vec3 toWorld(const Math::vec3 & p)
Converts a given vector in the local space to the world space.Arguments
- const Math::vec3 & p - Vector in the local space.
Return value
Vector in the world space.void translate(const Math::Vec3 & t)
Translates the node.Arguments
- const Math::Vec3 & t - Translation vector.
void worldLookAt(const Math::Vec3 & target, const Math::vec3 & up)
Sets viewing matrix of the node.Arguments
- const Math::Vec3 & target - Coordinates of the target point in the world space.
- const Math::vec3 & up - Coordinates of the "up" vector in the world space.
void worldLookAt(const Math::Vec3 & target)
Reorients the node to "look" at the target point of the node. Direction vector of the node will point to the target point.Arguments
- const Math::Vec3 & target - Coordinates of the target point in the world space.
void worldRotate(const Math::quat & r)
Rotates the node in the world space. Rotation is determined by the specified quaternion.Arguments
- const Math::quat & r - Rotation quaternion.
void worldScale(const Math::vec3 & s)
Scales the node in the world space.Arguments
- const Math::vec3 & s - Scale vector.
void worldTranslate(const Math::Vec3 & t)
Translates the node in the world space.Arguments
- const Math::Vec3 & t - Translation vector.
int DECAL_BEGIN
Description
Begin of the decal nodes range.int DECAL_END
Description
End of the decal nodes range.int DECAL_MESH
Description
Mesh decal node. See the DecalMesh class.int DECAL_ORTHO
Description
Orthographic decal node. See the DecalOrtho class.int DECAL_PROJ
Description
Projected decal node. See the DecalProj class.int DUMMY
Description
Dummy node. See the NodeDummy class.int EXTERN
Description
Extern node.int FIELD_ANIMATION
Description
Field Animation node. See the FieldAnimation class.int FIELD_BEGIN
Description
Begin of the field nodes range.int FIELD_END
Description
End of the field nodes range.int FIELD_HEIGHT
Description
Field Height node. See the FieldHeight class.int FIELD_SHORELINE
Description
Field Shoreline node. See the FieldShoreline class.int FIELD_SPACER
Description
Field Spacer node. See the FieldSpacer class.int FIELD_WEATHER
Description
Field Weather node. See the FieldWeather class.int GEODETIC_BEGIN
Description
Begin of the geodetic nodes range.int GEODETIC_END
Description
End of the geodetic nodes range.int GEODETIC_PIVOT
Description
Geodetic Pivot node. See the GeodeticPivot class.int LAYER
Description
Node layer containing parent layer and all its child nodes. See the NodeLayer class.int LIGHT_BEGIN
Description
Begin of the light nodes range.int LIGHT_END
Description
End of the light nodes range.int LIGHT_ENVIRONMENT_PROBE
Description
Environment probe. See the LightEnvironmentProbe class.int LIGHT_OMNI
Description
Omni-directional light source. See the LightOmni class.int LIGHT_PROJ
Description
Projected light source. See the LightProj class.int LIGHT_WORLD
Description
World light source. See the LightWorld class.int NAVIGATION_BEGIN
Description
Begin of the navigation nodes range.int NAVIGATION_END
Description
End of the navigation nodes range.int NAVIGATION_MESH
Description
Mesh-based navigation area across which pathfinding is performed. See the NavigationMesh class.int NAVIGATION_SECTOR
Description
Sector within which pathfinding is performed. See the NavigationSector class.int NODE_DUMMY
Description
Dummy node. See the NodeDummy class.int NODE_EXTERN
Description
Extern node. See the NodeExtern class.int NODE_LAYER
Description
Layer node. See the NodeLayer class.int NODE_PIVOT
Description
Pivot node. See the NodePivot class.int NODE_REFERENCE
Description
Node reference. See the NodeReference class.int NODE_TRIGGER
Description
Node trigger. See the NodeTrigger class.int NUM_DECALS
Description
Counter of decal node types.int NUM_FIELDS
Description
Counter of field node types.int NUM_GEODETICS
Description
Counter of geodetic node types.int NUM_LIGHTS
Description
Counter of light node types.int NUM_NAVIGATIONS
Description
Counter of navigation node types.int NUM_NODES
Description
Counter of node types.int NUM_OBJECTS
Description
Counter of object node types.int NUM_OBSTACLES
Description
Counter of obstacle node types.int NUM_PHYSICALS
Description
Counter of physical node types.int NUM_PLAYERS
Description
Counter of player node types.int NUM_SOUNDS
Description
Counter of sound node types.int NUM_WORLDS
Description
Counter of world node types.int OBJECT_BEGIN
Description
Begin of the object nodes range.int OBJECT_BILLBOARDS
Description
Billboards object for rendering a high number of billboards. See the ObjectBillboard class.int OBJECT_CLOUD_LAYER
Description
Cloud layer object. See the ObjectCloudLayer class.int OBJECT_DUMMY
Description
Dummy object. See the ObjectDummy class.int OBJECT_DYNAMIC
Description
Dynamic object. See the ObjectDynamic class.int OBJECT_END
Description
End of the object nodes range.int OBJECT_EXTERN
Description
Extern object. See the ObjectExtern class.int OBJECT_GRASS
Description
Grass. See the ObjectGrass class.int OBJECT_GUI
Description
GUI object. See the ObjectGui class.int OBJECT_GUI_MESH
Description
GUI mesh object. See the ObjectGuiMesh class.int OBJECT_MESH_CLUSTER
Description
Mesh Cluster object. See the ObjectMeshCluster class.int OBJECT_MESH_CLUTTER
Description
Mesh Clutter object. See the ObjectMeshClutter class.int OBJECT_MESH_DYNAMIC
Description
Dynamic mesh object. See the ObjectMeshDynamic class.int OBJECT_MESH_SKINNED
Description
Skinned mesh object. See the ObjectMeshSkinned class.int OBJECT_MESH_STATIC
Description
Static mesh object. See the ObjectMeshStatic class.int OBJECT_PARTICLES
Description
Particles object. See the ObjectParticles class.int OBJECT_SKY
Description
Sky object. See the ObjectSky class.int OBJECT_TERRAIN
Description
Terrain object. See the ObjectTerrain class.int OBJECT_TERRAIN_GLOBAL
Description
Terrain global object. See the ObjectTerrainGlobal class.int OBJECT_TEXT
Description
Text object. See the ObjectText class.int OBJECT_VOLUME_BOX
Description
Volume box object. See the ObjectVolumeBox class.int OBJECT_VOLUME_OMNI
Description
Volume omni light object. See the ObjectVolumeOmni class.int OBJECT_VOLUME_PROJ
Description
Volume projected light object. See the ObjectVolumeProj class.int OBJECT_VOLUME_SPHERE
Description
Volume sphere object. See the ObjectVolumeSphere class.int OBJECT_WATER_GLOBAL
Description
Water global object. See the ObjectWaterGlobal class.int OBJECT_WATER_MESH
Description
Water mesh object. See the ObjectWaterMesh class.int OBSTACLE_BEGIN
Description
Begin of the obstacle nodes range.int OBSTACLE_BOX
Description
Obstacle in the shape of a box avoided by pathfinding. See the ObstacleBox class.int OBSTACLE_CAPSULE
Description
Obstacle in the shape of a capsule avoided by pathfinding. See the ObstacleCapsule class.int OBSTACLE_END
Description
End of the obstacle nodes range.int OBSTACLE_SPHERE
Description
Obstacle in the shape of a sphere avoided by pathfinding. See the ObstacleSphere class.int PHYSICAL_BEGIN
Description
Begin of the physical nodes range.int PHYSICAL_END
Description
End of the physical nodes range.int PHYSICAL_FORCE
Description
Physical force node that allows to simulate point forces applied to dynamic objects. See the PhysicalForce class.int PHYSICAL_NOISE
Description
Physical noise node that allows to simulate force field. See the PhysicalNoise class.int PHYSICAL_TRIGGER
Description
Physical trigger. See the PhysicalTrigger class.int PHYSICAL_WATER
Description
Physical water object that has no visual representation. See the PhysicalWater class.int PHYSICAL_WIND
Description
Physical wind object. See the PhysicalWind class.int PIVOT
Description
Node that helps to control rotation and transformation of its children. See the NodePivot class.int PLAYER_ACTOR
Description
Acting player. See the PlayerActor class.int PLAYER_BEGIN
Description
Begin of the player nodes range.int PLAYER_DUMMY
Description
Dummy player. See the PlayerDummy class.int PLAYER_END
Description
End of the player nodes range.int PLAYER_PERSECUTOR
Description
Persecuting player. See the PlayerPersecutor class.int PLAYER_SPECTATOR
Description
Observing player. See the PlayerSpectator class.int REFERENCE
Description
Node that references an external NODE file. See the NodeReference class.int SOUND_BEGIN
Description
Begin of the sound nodes range.int SOUND_END
Description
End of the sound nodes range.int SOUND_REVERB
Description
Sound reverberation zone. See the SoundReverb class.int SOUND_SOURCE
Description
Sound source. See the SoundSource class.int TRIGGER
Description
Dummy node that can fire callbacks on its enabling/disabling or repositioning. See the NodeTrigger class.int WORLD_BEGIN
Description
Begin of the world nodes range.int WORLD_CLUSTER
Description
Node cluster. See the WorldCluster class.int WORLD_CLUTTER
Description
World clutter. See the WorldClutter class.int WORLD_END
Description
End of the world nodes range.int WORLD_EXPRESSION
Description
Node which allows to execute arbitrary expression. See the WorldExpression class.int WORLD_EXTERN
Description
External world. See the WorldExtern class.int WORLD_LAYER
Description
World layer. See the WorldLayer class.int WORLD_OCCLUDER
Description
World occluder. See the WorldOccluder class.int WORLD_OCCLUDER_MESH
Description
World mesh occluder. See the WorldOccluderMesh class.int WORLD_OCCLUDER_TERRAIN
Description
World terrain occluder. See the WorldOccluderMesh class.int WORLD_PORTAL
Description
World portal. See the WorldPortal class.int WORLD_SECTOR
Description
World sector. See the WorldSector class.int WORLD_SWITCHER
Description
Node switcher (to switch off parts of the world). See the WorldSwitcher class.int WORLD_TRANSFORM_BONE
Description
Bone defined transformer. See the WorldTransformBone class.int WORLD_TRANSFORM_PATH
Description
Path defined transformer. See the WorldTransformPathint WORLD_TRIGGER
Description
World trigger. See the WorldTrigger class.Last update: 03.07.2017
Помогите сделать статью лучше
Была ли эта статья полезной?
(или выберите слово/фразу и нажмите Ctrl+Enter