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Ogre::SceneNode Class Reference

Class representing a node in the scene graph. More...

#include <OgreSceneNode.h>

Inheritance diagram for Ogre::SceneNode:

Ogre::Node Ogre::Renderable Ogre::OctreeNode List of all members.

Public Types

typedef HashMap< String, MovableObject *,
_StringHash
ObjectMap
typedef MapIterator< ObjectMapObjectIterator
typedef HashMap< String, Node *,
_StringHash
ChildNodeMap
typedef MapIterator< ChildNodeMapChildNodeIterator

Public Methods

 SceneNode (SceneManager *creator)
 Constructor, only to be called by the creator SceneManager. More...

 SceneNode (SceneManager *creator, const String &name)
 Constructor, only to be called by the creator SceneManager. More...

 ~SceneNode ()
SceneNode * createChild (const Vector3 &translate=Vector3::ZERO, const Quaternion &rotate=Quaternion::IDENTITY)
 Creates a new unnamed Node as a child of this node. More...

SceneNode * createChild (const String &name, const Vector3 &translate=Vector3::ZERO, const Quaternion &rotate=Quaternion::IDENTITY)
 Creates a new named Node as a child of this node. More...

SceneNode * getChild (unsigned short index) const
 Gets a pointer to a child node. More...

SceneNode * getChild (const String &name) const
 Gets a named child node. More...

SceneNode * removeChild (unsigned short index)
 Drops the specified child from this node. More...

SceneNode * removeChild (const String &name)
 Drops the named child from this node. More...

void attachObject (MovableObject *obj)
 Adds an instance of a scene object to this node. More...

unsigned short numAttachedObjects (void)
 Reports the number of objects attached to this node. More...

MovableObjectgetAttachedObject (unsigned short index)
 Retrieves a pointer to an attached object. More...

MovableObjectgetAttachedObject (const String &name)
 Retrieves a pointer to an attached object. More...

MovableObjectdetachObject (unsigned short index)
 Detaches the indexed object from this scene node. More...

MovableObjectdetachObject (const String &name)
 Detaches the named object from this node and returns a pointer to it. More...

void detachAllObjects (void)
 Detaches all objects attached to this node. More...

void attachLight (Light *l)
 Adds a light to this node. More...

void attachCamera (Camera *ent)
 Adds a Camera to this node. More...

virtual void _update (bool updateChildren, bool parentHasChanged)
 Internal method to update the Node. More...

void _findVisibleObjects (Camera *cam, RenderQueue *queue, bool includeChildren=true, bool displayNodes=false)
 Internal method which locates any visible objects attached to this node and adds them to the passed in queue. More...

AxisAlignedBox _getWorldAABB (void) const
 Gets the axis-aligned bounding box of this node (and hence all subnodes). More...

ObjectIterator getAttachedObjectIterator (void)
 Retrieves an iterator which can be used to efficiently step through the objects attached to this node. More...

SceneManagergetCreator (void)
 Gets the creator of this scene node. More...

void removeAndDestroyChild (const String &name)
 This method removes and destroys the named child and all of its children. More...

void removeAndDestroyChild (unsigned short index)
 This method removes and destroys the child and all of its children. More...

void removeAndDestroyAllChildren (void)
 Removes and destroys all children of this node. More...

void showBoundingBox (bool bShow)
 Allows the showing of the node's bounding box. More...

void _addBoundingBoxToQueue (RenderQueue *queue)
 Add the bounding box to the rendering queue. More...

bool getShowBoundingBox ()
 This allows scene managers to determine if the node's bounding box should be added to the rendering queue. More...

const StringgetName (void) const
 Returns the name of the node. More...

virtual NodegetParent (void) const
 Gets this node's parent (NULL if this is the root). More...

virtual const QuaterniongetOrientation () const
 Returns a quaternion representing the nodes orientation. More...

virtual void setOrientation (const Quaternion &q)
 Sets the orientation of this node via a quaternion. More...

virtual void resetOrientation (void)
 Resets the nodes orientation (local axes as world axes, no rotation). More...

virtual void setPosition (const Vector3 &pos)
 Sets the position of the node relative to it's parent. More...

virtual void setPosition (Real x, Real y, Real z)
 Sets the position of the node relative to it's parent. More...

virtual const Vector3getPosition (void) const
 Gets the position of the node relative to it's parent. More...

virtual void setScale (const Vector3 &scale)
 Sets the scaling factor applied to this node. More...

virtual void setScale (Real x, Real y, Real z)
 Sets the scaling factor applied to this node. More...

virtual const Vector3getScale (void) const
 Gets the scaling factor of this node. More...

virtual void setInheritScale (bool inherit)
 Tells the node whether it should inherit scaling factors from it's parent node. More...

virtual bool getInheritScale (void) const
 Returns true if this node is affected by scaling factors applied to the parent node. More...

virtual void scale (const Vector3 &scale)
 Scales the node, combining it's current scale with the passed in scaling factor. More...

virtual void scale (Real x, Real y, Real z)
 Scales the node, combining it's current scale with the passed in scaling factor. More...

virtual void translate (const Vector3 &d)
 Moves the node along the cartesian axes. More...

virtual void translate (Real x, Real y, Real z)
 Moves the node along the cartesian axes. More...

virtual void translate (const Matrix3 &axes, const Vector3 &move)
 Moves the node along arbitrary axes. More...

virtual void translate (const Matrix3 &axes, Real x, Real y, Real z)
 Moves the node along arbitrary axes. More...

virtual void roll (Real degrees)
 Rotate the node around the Z-axis. More...

virtual void pitch (Real degrees)
 Rotate the node around the X-axis. More...

virtual void yaw (Real degrees)
 Rotate the node around the Y-axis. More...

virtual void rotate (const Vector3 &axis, Real degrees)
 Rotate the node around an arbitrary axis. More...

virtual void rotate (const Quaternion &q)
 Rotate the node around an aritrary axis using a Quarternion. More...

virtual Matrix3 getLocalAxes (void)
 Gets a matrix whose columns are the local axes based on the nodes orientation relative to it's parent. More...

virtual void addChild (Node *child)
 Adds a (precreated) child scene node to this node. More...

virtual unsigned short numChildren (void) const
 Reports the number of child nodes under this one. More...

ChildNodeIterator getChildIterator (void)
 Retrieves an iterator for efficiently looping through all children of this node. More...

virtual void removeAllChildren (void)
 Removes all child Nodes attached to this node. More...

virtual const Quaternion_getDerivedOrientation (void) const
 Gets the orientation of the node as derived from all parents. More...

virtual const Vector3_getDerivedPosition (void) const
 Gets the position of the node as derived from all parents. More...

virtual const Vector3_getDerivedScale (void) const
 Gets the scaling factor of the node as derived from all parents. More...

virtual Matrix4 _getFullTransform (void)
 Gets the full transformation matrix for this node. More...

MaterialgetMaterial (void) const
 Overridden from Renderable. More...

void getRenderOperation (RenderOperation &rend)
 Overridden from Renderable. More...

void getWorldTransforms (Matrix4 *xform)
 Overridden from Renderable. More...

virtual void setInitialState (void)
 Sets the current transform of this node to be the 'initial state' ie that position / orientation / scale to be used as a basis for delta values used in keyframe animation. More...

virtual void resetToInitialState (void)
 Resets the position / orientation / scale of this node to it's initial state, see setInitialState for more info. More...

virtual const Vector3getInitialPosition (void) const
 Gets the initial position of this node, see setInitialState for more info. More...

virtual const QuaterniongetInitialOrientation (void) const
 Gets the initial orientation of this node, see setInitialState for more info. More...

virtual const Vector3getInitialScale (void) const
 Gets the initial position of this node, see setInitialState for more info. More...

virtual void _weightedTransform (Real weight, const Vector3 &translate, const Quaternion &rotate, const Vector3 &scale)
 Internal weighted transform method. More...

Real getSquaredViewDepth (const Camera *cam) const
 Overridden, see Renderable. More...

virtual void needUpdate ()
 To be called in the event of transform changes to this node that require it's recalculation. More...

virtual void requestUpdate (Node *child)
 Called by children to notify their parent that they need an update. More...

virtual void cancelUpdate (Node *child)
 Called by children to notify their parent that they no longer need an update. More...

virtual unsigned short getNumWorldTransforms (void)
 Returns the number of world transform matrices this renderable requires. More...

virtual bool useIdentityProjection (void)
 Returns whether or not to use an 'identity' projection. More...

virtual bool useIdentityView (void)
 Returns whether or not to use an 'identity' projection. More...

virtual SceneDetailLevel getRenderDetail ()
 Returns the preferred rasterisation mode of this renderable. More...


Protected Methods

virtual void _updateBounds (void)
 Tells the SceneNode to update the world bound info it stores. More...

NodecreateChildImpl (void)
 See Node. More...

NodecreateChildImpl (const String &name)
 See Node. More...

void setParent (Node *parent)
 Only available internally - notification of parent. More...

virtual void _updateFromParent (void) const
 Triggers the node to update it's combined transforms. More...

void makeTransform (const Vector3 &position, const Vector3 &scale, const Quaternion &orientation, Matrix4 &destMatrix)
 Internal method for building a Matrix4 from orientation / scale / position. More...

void makeInverseTransform (const Vector3 &position, const Vector3 &scale, const Quaternion &orientation, Matrix4 &destMatrix)
 Internal method for building an inverse Matrix4 from orientation / scale / position. More...


Protected Attributes

ObjectMap mObjectsByName
WireBoundingBoxmWireBoundingBox
 Pointer to a Wire Bounding Box for this Node. More...

bool mShowBoundingBox
 Flag that determines if the bounding box of the node should be displayed. More...

SceneManagermCreator
 SceneManager which created this node. More...

AxisAlignedBox mWorldAABB
 World-Axis aligned bounding box, updated only through _update. More...

NodemParent
 Pointer to parent node. More...

ChildNodeMap mChildren
 Collection of pointers to direct children; hashmap for efficiency. More...

std::list< Node * > mChildrenToUpdate
 List of children which need updating, used if self is not out of date but children are. More...

bool mNeedUpdate
 Flag to indicate own transform is out of date. More...

String mName
 Friendly name of this node, can be automatically generated if you don't care. More...

Quaternion mOrientation
 Stores the orientation of the node relative to it's parent. More...

Vector3 mPosition
 Stores the position/translation of the node relative to its parent. More...

Vector3 mScale
 Stores the scaling factor applied to this node. More...

bool mInheritScale
 Stores whether this node inherits scale from it's parent. More...

Quaternion mDerivedOrientation
 Cached combined orientation. More...

Vector3 mDerivedPosition
 Cached combined position. More...

Vector3 mDerivedScale
 Cached combined scale. More...

Vector3 mInitialPosition
 The position to use as a base for keyframe animation. More...

Quaternion mInitialOrientation
 The orientation to use as a base for keyframe animation. More...

Vector3 mInitialScale
 The scale to use as a base for keyframe animation. More...

Real mAccumAnimWeight
Vector3 mTransFromInitial
Quaternion mRotFromInitial
Vector3 mScaleFromInitial

Static Protected Attributes

unsigned long msNextGeneratedNameExt = 1
 Incremented count for next name extension. More...


Detailed Description

Class representing a node in the scene graph.

Remarks:
A SceneNode is a type of Node which is used to organise objects in a scene. It has the same hierarchical transformation properties of the generic Node class, bu also adds the ability to attach world objects to the node, and stores hierarchical bounding volumes of the nodes in the tree. Child nodes are contained within the bounds of the parent, and so on down the tree, allowing for fast culling.


Member Typedef Documentation

typedef MapIterator<ChildNodeMap> Ogre::Node::ChildNodeIterator [inherited]
 

typedef HashMap<String, Node*, _StringHash> Ogre::Node::ChildNodeMap [inherited]
 

typedef MapIterator<ObjectMap> Ogre::SceneNode::ObjectIterator
 

typedef HashMap<String, MovableObject*, _StringHash> Ogre::SceneNode::ObjectMap
 


Constructor & Destructor Documentation

Ogre::SceneNode::SceneNode SceneManager   creator
 

Constructor, only to be called by the creator SceneManager.

Remarks:
Creates a node with a generated name.

Ogre::SceneNode::SceneNode SceneManager   creator,
const String   name
 

Constructor, only to be called by the creator SceneManager.

Remarks:
Creates a node with a specified name.

Ogre::SceneNode::~SceneNode  
 


Member Function Documentation

void Ogre::SceneNode::_addBoundingBoxToQueue RenderQueue   queue
 

Add the bounding box to the rendering queue.

void Ogre::SceneNode::_findVisibleObjects Camera   cam,
RenderQueue   queue,
bool    includeChildren = true,
bool    displayNodes = false
 

Internal method which locates any visible objects attached to this node and adds them to the passed in queue.

Remarks:
Should only be called by a SceneManager implementation, and only after the _updat method has been called to ensure transforms and world bounds are up to date. SceneManager implementations can choose to let the search cascade automatically, or choose to prevent this and select nodes themselves based on some other criteria.
Parameters:
cam  The active camera
queue  The SceneManager's rendering queue
includeChildren  If true, the call is cascaded down to all child nodes automatically.
displayNodes  If true, the nodes themselves are rendered as a set of 3 axes as well as the objects being rendered. For debugging purposes.

const Quaternion & Ogre::Node::_getDerivedOrientation void    const [virtual, inherited]
 

Gets the orientation of the node as derived from all parents.

const Vector3 & Ogre::Node::_getDerivedPosition void    const [virtual, inherited]
 

Gets the position of the node as derived from all parents.

const Vector3 & Ogre::Node::_getDerivedScale void    const [virtual, inherited]
 

Gets the scaling factor of the node as derived from all parents.

Matrix4 Ogre::Node::_getFullTransform void    [virtual, inherited]
 

Gets the full transformation matrix for this node.

Remarks:
This method returns the full transformation matrix for this node, including the effect of any parent node transformations, provided they have been updated using the Node::_update method. This should only be called by a SceneManager which knows the derived transforms have been updated before calling this method. Applications using Ogre should just use the relative transforms.

AxisAlignedBox Ogre::SceneNode::_getWorldAABB void    const
 

Gets the axis-aligned bounding box of this node (and hence all subnodes).

Remarks:
Recommended only if you are extending a SceneManager, because the bounding box returned from this method is only up to date after the SceneManager has called _update.

void Ogre::SceneNode::_update bool    updateChildren,
bool    parentHasChanged
[virtual]
 

Internal method to update the Node.

Note:
Updates this scene node and any relevant children to incorporate transforms etc. Don't call this yourself unless you are writing a SceneManager implementation.
Parameters:
updateChildren  If true, the update cascades down to all children. Specify false if you wish to update children separately, e.g. because of a more selective SceneManager implementation.
parentHasChanged  This flag indicates that the parent xform has changed, so the child should retrieve the parent's xform and combine it with its own even if it hasn't changed itself.

Reimplemented from Ogre::Node.

void Ogre::SceneNode::_updateBounds void    [protected, virtual]
 

Tells the SceneNode to update the world bound info it stores.

Reimplemented in Ogre::OctreeNode.

void Ogre::Node::_updateFromParent void    const [protected, virtual, inherited]
 

Triggers the node to update it's combined transforms.

This method is called internally by Ogre to ask the node to update it's complete transformation based on it's parents derived transform.

void Ogre::Node::_weightedTransform Real    weight,
const Vector3   translate,
const Quaternion   rotate,
const Vector3   scale
[virtual, inherited]
 

Internal weighted transform method.

Remarks:
This method transforms a Node by a weighted amount from it's initial state. If weighted transforms have already been applied, the previous transforms and this one are blended together based on their relative weight. This method should not be used in combination with the unweighted rotate, translate etc methods.

void Ogre::Node::addChild Node   child [virtual, inherited]
 

Adds a (precreated) child scene node to this node.

void Ogre::SceneNode::attachCamera Camera   ent
 

Adds a Camera to this node.

Remarks:
DEPRECATED. Use attachObject instead now.

void Ogre::SceneNode::attachLight Light   l
 

Adds a light to this node.

Remarks:
DEPRECATED. Use attachObject instead now.

void Ogre::SceneNode::attachObject MovableObject   obj
 

Adds an instance of a scene object to this node.

Remarks:
Scene objects can include Entity objects, Camera objects, Light objects, ParticleSystem objects etc. Anything that subclasses from MovableObject.

void Ogre::Node::cancelUpdate Node   child [virtual, inherited]
 

Called by children to notify their parent that they no longer need an update.

SceneNode * Ogre::SceneNode::createChild const String   name,
const Vector3   translate = Vector3::ZERO,
const Quaternion   rotate = Quaternion::IDENTITY
 

Creates a new named Node as a child of this node.

Remarks:
This creates a child node with a given name, which allows you to look the node up from SceneManager::getSceneNode.
Parameters:
translate  Initial translation offset of child relative to parent
rotate  Initial rotation relative to parent

Reimplemented from Ogre::Node.

SceneNode * Ogre::SceneNode::createChild const Vector3   translate = Vector3::ZERO,
const Quaternion   rotate = Quaternion::IDENTITY
 

Creates a new unnamed Node as a child of this node.

Remarks:
This creates a node with no name (or rather, a generated name). If you want to give the node a specific name, use the alternate form which takes a name as the first parameter, which allows you to look the node up from SceneManager::getSceneNode.
Parameters:
translate  Initial translation offset of child relative to parent
rotate  Initial rotation relative to parent

Reimplemented from Ogre::Node.

Node * Ogre::SceneNode::createChildImpl const String   name [protected, virtual]
 

See Node.

Implements Ogre::Node.

Node * Ogre::SceneNode::createChildImpl void    [protected, virtual]
 

See Node.

Implements Ogre::Node.

void Ogre::SceneNode::detachAllObjects void   
 

Detaches all objects attached to this node.

MovableObject * Ogre::SceneNode::detachObject const String   name
 

Detaches the named object from this node and returns a pointer to it.

MovableObject * Ogre::SceneNode::detachObject unsigned short    index
 

Detaches the indexed object from this scene node.

Remarks:
Detaches by index, see the alternate version to detach by name. Object indexes may change as other objects are added / removed.

MovableObject * Ogre::SceneNode::getAttachedObject const String   name
 

Retrieves a pointer to an attached object.

Remarks:
Retrieves by object name, see alternate version to retrieve by index.

MovableObject * Ogre::SceneNode::getAttachedObject unsigned short    index
 

Retrieves a pointer to an attached object.

Remarks:
Retrieves by index, see alternate version to retrieve by name. The index of an object may change as other objects are added / removed.

SceneNode::ObjectIterator Ogre::SceneNode::getAttachedObjectIterator void   
 

Retrieves an iterator which can be used to efficiently step through the objects attached to this node.

Remarks:
This is a much faster way to go through all the objects attached to the node than using getAttachedObject. But the iterator returned is only valid until a change is made to the collection (ie an addition or removal) so treat the returned iterator as transient, and don't add / remove items as you go through the iterator, save changes until the end, or retrieve a new iterator after making the change. Making changes to the object returned through the iterator is OK though.

SceneNode * Ogre::SceneNode::getChild const String   name const
 

Gets a named child node.

Reimplemented from Ogre::Node.

SceneNode * Ogre::SceneNode::getChild unsigned short    index const
 

Gets a pointer to a child node.

Remarks:
Also available is version which retrieves by name.

Reimplemented from Ogre::Node.

Node::ChildNodeIterator Ogre::Node::getChildIterator void    [inherited]
 

Retrieves an iterator for efficiently looping through all children of this node.

Remarks:
Using this is faster than repeatedly calling getChild if you want to go through all (or most of) the children of this node. Note that the returned iterator is only valid whilst no children are added or removed from this node. Thus you should not store this returned iterator for later use, nor should you add / remove children whilst iterating through it; store up changes for later. Note that calling methods on returned items in the iterator IS allowed and does not invalidate the iterator.

SceneManager * Ogre::SceneNode::getCreator void   
 

Gets the creator of this scene node.

Remarks:
This method returns the SceneManager which created this node. This can be useful for destroying this node.

bool Ogre::Node::getInheritScale void    const [virtual, inherited]
 

Returns true if this node is affected by scaling factors applied to the parent node.

Remarks:
See setInheritScale for more info.

const Quaternion & Ogre::Node::getInitialOrientation void    const [virtual, inherited]
 

Gets the initial orientation of this node, see setInitialState for more info.

const Vector3 & Ogre::Node::getInitialPosition void    const [virtual, inherited]
 

Gets the initial position of this node, see setInitialState for more info.

Remarks:
Also resets the cumulative animation weight used for blending.

const Vector3 & Ogre::Node::getInitialScale void    const [virtual, inherited]
 

Gets the initial position of this node, see setInitialState for more info.

Matrix3 Ogre::Node::getLocalAxes void    [virtual, inherited]
 

Gets a matrix whose columns are the local axes based on the nodes orientation relative to it's parent.

Material * Ogre::Node::getMaterial void    const [virtual, inherited]
 

Overridden from Renderable.

Remarks:
This is only used if the SceneManager chooses to render the node. This option can be set for SceneNodes at SceneManager::setDisplaySceneNodes, and for entities based on skeletal models using Entity::setDisplayBones()

Implements Ogre::Renderable.

const String & Ogre::Node::getName void    const [inherited]
 

Returns the name of the node.

virtual unsigned short Ogre::Renderable::getNumWorldTransforms void    [inline, virtual, inherited]
 

Returns the number of world transform matrices this renderable requires.

Remarks:
When a renderable uses vertex blending, it uses multiple world matrices instead of a single one. Each vertex sent to the pipeline can reference one or more matrices in this list with given weights. If a renderable does not use vertex blending this method returns 1, which is the default for simplicity.

Reimplemented in Ogre::SubEntity.

const Quaternion & Ogre::Node::getOrientation   const [virtual, inherited]
 

Returns a quaternion representing the nodes orientation.

Node * Ogre::Node::getParent void    const [virtual, inherited]
 

Gets this node's parent (NULL if this is the root).

const Vector3 & Ogre::Node::getPosition void    const [virtual, inherited]
 

Gets the position of the node relative to it's parent.

virtual SceneDetailLevel Ogre::Renderable::getRenderDetail   [inline, virtual, inherited]
 

Returns the preferred rasterisation mode of this renderable.

Reimplemented in Ogre::SubEntity.

void Ogre::Node::getRenderOperation RenderOperation   rend [virtual, inherited]
 

Overridden from Renderable.

Remarks:
This is only used if the SceneManager chooses to render the node. This option can be set for SceneNodes at SceneManager::setDisplaySceneNodes, and for entities based on skeletal models using Entity::setDisplaySkeleton()

Implements Ogre::Renderable.

Reimplemented in Ogre::OctreeNode.

const Vector3 & Ogre::Node::getScale void    const [virtual, inherited]
 

Gets the scaling factor of this node.

bool Ogre::SceneNode::getShowBoundingBox  
 

This allows scene managers to determine if the node's bounding box should be added to the rendering queue.

Remarks:
Scene Managers that implement their own _findVisibleObjects will have to check this flag and then use _addBoundingBoxToQueue to add the bounding box wireframe.

Real Ogre::Node::getSquaredViewDepth const Camera   cam const [virtual, inherited]
 

Overridden, see Renderable.

Implements Ogre::Renderable.

void Ogre::Node::getWorldTransforms Matrix4   xform [virtual, inherited]
 

Overridden from Renderable.

Remarks:
This is only used if the SceneManager chooses to render the node. This option can be set for SceneNodes at SceneManager::setDisplaySceneNodes, and for entities based on skeletal models using Entity::setDisplaySkeleton()

Implements Ogre::Renderable.

void Ogre::Node::makeInverseTransform const Vector3   position,
const Vector3   scale,
const Quaternion   orientation,
Matrix4   destMatrix
[protected, inherited]
 

Internal method for building an inverse Matrix4 from orientation / scale / position.

Remarks:
As makeTransform except it build the inverse given the same data as makeTransform, so performing -translation, 1/scale, -rotate in that order.

void Ogre::Node::makeTransform const Vector3   position,
const Vector3   scale,
const Quaternion   orientation,
Matrix4   destMatrix
[protected, inherited]
 

Internal method for building a Matrix4 from orientation / scale / position.

Remarks:
Transform is performed in the order rotate, scale, translation, i.e. translation is independent of orientation axes, scale does not affect size of translation, rotation and scaling are always centered on the origin.

void Ogre::Node::needUpdate   [virtual, inherited]
 

To be called in the event of transform changes to this node that require it's recalculation.

Remarks:
This not only tags the node state as being 'dirty', it also requests it's parent to know about it's dirtiness so it will get an update next time.

unsigned short Ogre::SceneNode::numAttachedObjects void   
 

Reports the number of objects attached to this node.

unsigned short Ogre::Node::numChildren void    const [virtual, inherited]
 

Reports the number of child nodes under this one.

void Ogre::Node::pitch Real    degrees [virtual, inherited]
 

Rotate the node around the X-axis.

void Ogre::Node::removeAllChildren void    [virtual, inherited]
 

Removes all child Nodes attached to this node.

Does not delete the nodes, just detaches them from this parent, potentially to be reattached elsewhere.

void Ogre::SceneNode::removeAndDestroyAllChildren void   
 

Removes and destroys all children of this node.

Remarks:
Use this to destroy all child nodes of this node and remove them from the scene graph. Note that all objects attached to this node will be detached but will not be destroyed.

void Ogre::SceneNode::removeAndDestroyChild unsigned short    index
 

This method removes and destroys the child and all of its children.

Remarks:
Unlike removeChild, which removes a single named child from this node but does not destroy it, this method destroys the child and all of it's children.

Use this if you wish to recursively destroy a node as well as detaching it from it's parent. Note that any objects attached to the nodes will be detached but will not themselves be destroyed.

void Ogre::SceneNode::removeAndDestroyChild const String   name
 

This method removes and destroys the named child and all of its children.

Remarks:
Unlike removeChild, which removes a single named child from this node but does not destroy it, this method destroys the child and all of it's children.

Use this if you wish to recursively destroy a node as well as detaching it from it's parent. Note that any objects attached to the nodes will be detached but will not themselves be destroyed.

SceneNode * Ogre::SceneNode::removeChild const String   name
 

Drops the named child from this node.

Does not delete the node, just detaches it from this parent, potentially to be reattached elsewhere.

Reimplemented from Ogre::Node.

SceneNode * Ogre::SceneNode::removeChild unsigned short    index
 

Drops the specified child from this node.

Does not delete the node, just detaches it from this parent, potentially to be reattached elsewhere.

Remarks:
There is also a version which removes a node by name.

Reimplemented from Ogre::Node.

void Ogre::Node::requestUpdate Node   child [virtual, inherited]
 

Called by children to notify their parent that they need an update.

void Ogre::Node::resetOrientation void    [virtual, inherited]
 

Resets the nodes orientation (local axes as world axes, no rotation).

void Ogre::Node::resetToInitialState void    [virtual, inherited]
 

Resets the position / orientation / scale of this node to it's initial state, see setInitialState for more info.

void Ogre::Node::roll Real    degrees [virtual, inherited]
 

Rotate the node around the Z-axis.

void Ogre::Node::rotate const Quaternion   q [virtual, inherited]
 

Rotate the node around an aritrary axis using a Quarternion.

void Ogre::Node::rotate const Vector3   axis,
Real    degrees
[virtual, inherited]
 

Rotate the node around an arbitrary axis.

void Ogre::Node::scale Real    x,
Real    y,
Real    z
[virtual, inherited]
 

Scales the node, combining it's current scale with the passed in scaling factor.

Remarks:
This method applies an extra scaling factor to the node's existing scale, (unlike setScale which overwrites it) combining it's current scale with the new one. E.g. calling this method twice with Vector3(2,2,2) would have the same effect as setScale(Vector3(4,4,4)) if the existing scale was 1.

Note that like rotations, scalings are oriented around the node's origin.

void Ogre::Node::scale const Vector3   scale [virtual, inherited]
 

Scales the node, combining it's current scale with the passed in scaling factor.

Remarks:
This method applies an extra scaling factor to the node's existing scale, (unlike setScale which overwrites it) combining it's current scale with the new one. E.g. calling this method twice with Vector3(2,2,2) would have the same effect as setScale(Vector3(4,4,4)) if the existing scale was 1.

Note that like rotations, scalings are oriented around the node's origin.

void Ogre::Node::setInheritScale bool    inherit [virtual, inherited]
 

Tells the node whether it should inherit scaling factors from it's parent node.

Remarks:
Scaling factors, unlike other transforms, are not always inherited by child nodes. Whether or not scalings affect both the size and position of the child nodes depends on the setInheritScale option of the child. In some cases you want a scaling factor of a parent node to apply to a child node (e.g. where the child node is a part of the same object, so you want it to be the same relative size and position based on the parent's size), but not in other cases (e.g. where the child node is just for positioning another object, you want it to maintain it's own size and relative position). The default is to inherit as with other transforms.
Parameters:
inherit  If true, this node's scale and position will be affected by its parent's scale. If false, it will not be affected.

void Ogre::Node::setInitialState void    [virtual, inherited]
 

Sets the current transform of this node to be the 'initial state' ie that position / orientation / scale to be used as a basis for delta values used in keyframe animation.

Remarks:
You never need to call this method unless you plan to animate this node. If you do plan to animate it, call this method once you've loaded the node with it's base state, ie the state on which all keyframes are based.

If you never call this method, the initial state is the identity transform, ie do nothing.

void Ogre::Node::setOrientation const Quaternion   q [virtual, inherited]
 

Sets the orientation of this node via a quaternion.

void Ogre::Node::setParent Node   parent [protected, inherited]
 

Only available internally - notification of parent.

void Ogre::Node::setPosition Real    x,
Real    y,
Real    z
[virtual, inherited]
 

Sets the position of the node relative to it's parent.

void Ogre::Node::setPosition const Vector3   pos [virtual, inherited]
 

Sets the position of the node relative to it's parent.

void Ogre::Node::setScale Real    x,
Real    y,
Real    z
[virtual, inherited]
 

Sets the scaling factor applied to this node.

Remarks:
Scaling factors, unlike other transforms, are not always inherited by child nodes. Whether or not scalings affect both the size and position of the child nodes depends on the setInheritScale option of the child. In some cases you want a scaling factor of a parent node to apply to a child node (e.g. where the child node is a part of the same object, so you want it to be the same relative size and position based on the parent's size), but not in other cases (e.g. where the child node is just for positioning another object, you want it to maintain it's own size and relative position). The default is to inherit as with other transforms.

Note that like rotations, scalings are oriented around the node's origin.

void Ogre::Node::setScale const Vector3   scale [virtual, inherited]
 

Sets the scaling factor applied to this node.

Remarks:
Scaling factors, unlike other transforms, are not always inherited by child nodes. Whether or not scalings affect both the size and position of the child nodes depends on the setInheritScale option of the child. In some cases you want a scaling factor of a parent node to apply to a child node (e.g. where the child node is a part of the same object, so you want it to be the same relative size and position based on the parent's size), but not in other cases (e.g. where the child node is just for positioning another object, you want it to maintain it's own size and relative position). The default is to inherit as with other transforms.

Note that like rotations, scalings are oriented around the node's origin.

void Ogre::SceneNode::showBoundingBox bool    bShow
 

Allows the showing of the node's bounding box.

Remarks:
Use this to show or hide the bounding box of the node.

void Ogre::Node::translate const Matrix3   axes,
Real    x,
Real    y,
Real    z
[virtual, inherited]
 

Moves the node along arbitrary axes.

Remarks:
This method translates the node by a vector which is relative to a custom set of axes.
Parameters:
axes  A 3x3 Matrix containg 3 column vectors each representing the axes X, Y and Z respectively. In this format the standard cartesian axes would be expressed as
                1 0 0
                0 1 0
                0 0 1
                
i.e. the identity matrix.
x,y,z  Translation components relative to the axes above.

void Ogre::Node::translate const Matrix3   axes,
const Vector3   move
[virtual, inherited]
 

Moves the node along arbitrary axes.

Remarks:
This method translates the node by a vector which is relative to a custom set of axes.
Parameters:
axes  A 3x3 Matrix containg 3 column vectors each representing the axes X, Y and Z respectively. In this format the standard cartesian axes would be expressed as:
                1 0 0
                0 1 0
                0 0 1
                
i.e. the identity matrix.
move  Vector relative to the axes above.

void Ogre::Node::translate Real    x,
Real    y,
Real    z
[virtual, inherited]
 

Moves the node along the cartesian axes.

This method moves the node by the supplied vector along the world cartesian axes, i.e. along world x,y,z

Parameters:
x 
y 
z  Real x, y and z values representing the translation.

void Ogre::Node::translate const Vector3   d [virtual, inherited]
 

Moves the node along the cartesian axes.

This method moves the node by the supplied vector along the world cartesian axes, i.e. along world x,y,z

Parameters:
d  Vector with x,y,z values representing the translation.

virtual bool Ogre::Renderable::useIdentityProjection void    [inline, virtual, inherited]
 

Returns whether or not to use an 'identity' projection.

Remarks:
Usually Renderable objects will use a projection matrix as determined by the active camera. However, if they want they can cancel this out and use an identity projection, which effectively projects in 2D using a {-1, 1} view space. Useful for overlay rendering. Normal renderables need not override this.

Reimplemented in Ogre::GuiElement.

virtual bool Ogre::Renderable::useIdentityView void    [inline, virtual, inherited]
 

Returns whether or not to use an 'identity' projection.

Remarks:
Usually Renderable objects will use a view matrix as determined by the active camera. However, if they want they can cancel this out and use an identity matrix, which means all geometry is assumed to be relative to camera space already. Useful for overlay rendering. Normal renderables need not override this.

Reimplemented in Ogre::GuiElement.

void Ogre::Node::yaw Real    degrees [virtual, inherited]
 

Rotate the node around the Y-axis.


Member Data Documentation

Real Ogre::Node::mAccumAnimWeight [protected, inherited]
 

ChildNodeMap Ogre::Node::mChildren [protected, inherited]
 

Collection of pointers to direct children; hashmap for efficiency.

std::list<Node*> Ogre::Node::mChildrenToUpdate [protected, inherited]
 

List of children which need updating, used if self is not out of date but children are.

SceneManager* Ogre::SceneNode::mCreator [protected]
 

SceneManager which created this node.

Quaternion Ogre::Node::mDerivedOrientation [protected, inherited]
 

Cached combined orientation.

This member is the orientation derived by combining the local transformations and those of it's parents. This is updated when _updateFromParent is called by the SceneManager or the nodes parent.

Vector3 Ogre::Node::mDerivedPosition [protected, inherited]
 

Cached combined position.

This member is the position derived by combining the local transformations and those of it's parents. This is updated when _updateFromParent is called by the SceneManager or the nodes parent.

Vector3 Ogre::Node::mDerivedScale [protected, inherited]
 

Cached combined scale.

This member is the position derived by combining the local transformations and those of it's parents. This is updated when _updateFromParent is called by the SceneManager or the nodes parent.

bool Ogre::Node::mInheritScale [protected, inherited]
 

Stores whether this node inherits scale from it's parent.

Quaternion Ogre::Node::mInitialOrientation [protected, inherited]
 

The orientation to use as a base for keyframe animation.

Vector3 Ogre::Node::mInitialPosition [protected, inherited]
 

The position to use as a base for keyframe animation.

Vector3 Ogre::Node::mInitialScale [protected, inherited]
 

The scale to use as a base for keyframe animation.

String Ogre::Node::mName [protected, inherited]
 

Friendly name of this node, can be automatically generated if you don't care.

bool Ogre::Node::mNeedUpdate [protected, inherited]
 

Flag to indicate own transform is out of date.

ObjectMap Ogre::SceneNode::mObjectsByName [protected]
 

Quaternion Ogre::Node::mOrientation [protected, inherited]
 

Stores the orientation of the node relative to it's parent.

Node* Ogre::Node::mParent [protected, inherited]
 

Pointer to parent node.

Vector3 Ogre::Node::mPosition [protected, inherited]
 

Stores the position/translation of the node relative to its parent.

Quaternion Ogre::Node::mRotFromInitial [protected, inherited]
 

Vector3 Ogre::Node::mScale [protected, inherited]
 

Stores the scaling factor applied to this node.

Vector3 Ogre::Node::mScaleFromInitial [protected, inherited]
 

bool Ogre::SceneNode::mShowBoundingBox [protected]
 

Flag that determines if the bounding box of the node should be displayed.

unsigned long Ogre::Node::msNextGeneratedNameExt = 1 [static, protected, inherited]
 

Incremented count for next name extension.

Vector3 Ogre::Node::mTransFromInitial [protected, inherited]
 

WireBoundingBox* Ogre::SceneNode::mWireBoundingBox [protected]
 

Pointer to a Wire Bounding Box for this Node.

AxisAlignedBox Ogre::SceneNode::mWorldAABB [protected]
 

World-Axis aligned bounding box, updated only through _update.

Copyright © 2002 by The OGRE Team