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Ogre::Bone Class Reference

A bone in a skeleton. More...

#include <OgreBone.h>

Inheritance diagram for Ogre::Bone:

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

Public Types

typedef HashMap< String, Node *,
_StringHash
ChildNodeMap
typedef MapIterator< ChildNodeMapChildNodeIterator

Public Methods

 Bone (unsigned short handle, Skeleton *creator)
 Constructor, not to be used directly (use Bone::createChild or Skeleton::createBone). More...

 Bone (const String &name, unsigned short handle, Skeleton *creator)
 Constructor, not to be used directly (use Bone::createChild or Skeleton::createBone). More...

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

Bone * createChild (unsigned short handle, const Vector3 &translate=Vector3::ZERO, const Quaternion &rotate=Quaternion::IDENTITY)
 Creates a new Bone as a child of this bone. More...

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

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

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

unsigned short getHandle (void) const
 Gets the numeric handle for this bone (unique within the skeleton). More...

void setBindingPose (void)
 Sets the current position / orientation to be the 'binding pose' ie the layout in which bones were originally bound to a mesh. More...

void reset (void)
 Resets the position and orientation of this Bone to the original binding position. More...

Matrix4 _getBindingPoseInverseTransform (void)
 Gets the inverse transform which takes bone space to origin from the binding pose. 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...

NodegetChild (const String &name) const
 Gets a pointer to a named child node. More...

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

NoderemoveChild (const String &name)
 Drops the named child from 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...

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

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

unsigned short mHandle
 The numeric handle of this bone. More...

SkeletonmCreator
 Pointer back to creator, for child creation (central memory allocation). More...

Matrix4 mBindDerivedInverseTransform
 The inversed derived transform of the bone in the binding pose. 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

A bone in a skeleton.

Remarks:
See Skeleton for more information about the principles behind skeletal animation. This class is a node in the joint hierarchy. Mesh vertices also have assignments to bones to define how they move in relation to the skeleton.


Member Typedef Documentation

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

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


Constructor & Destructor Documentation

Ogre::Bone::Bone unsigned short    handle,
Skeleton   creator
 

Constructor, not to be used directly (use Bone::createChild or Skeleton::createBone).

Ogre::Bone::Bone const String   name,
unsigned short    handle,
Skeleton   creator
 

Constructor, not to be used directly (use Bone::createChild or Skeleton::createBone).

Ogre::Bone::~Bone  
 


Member Function Documentation

Matrix4 Ogre::Bone::_getBindingPoseInverseTransform void   
 

Gets the inverse transform which takes bone space to origin from the binding pose.

Remarks:
Internal use only.

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.

void Ogre::Node::_update bool    updateChildren,
bool    parentHasChanged
[virtual, inherited]
 

Internal method to update the Node.

Note:
Updates this 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 in Ogre::SceneNode.

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

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

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

Creates a new Bone as a child of this bone.

Remarks:
This method creates a new bone which will inherit the transforms of this bone, and also gives it the name specified. This bone can then be looked up in the Skeleton using it's name if required.
Parameters:
handle  The numeric handle to give the new bone; must be unique within the Skeleton.
translate  Initial translation offset of child relative to parent
rotate  Initial rotation relative to parent

Reimplemented from Ogre::Node.

Bone * Ogre::Bone::createChild unsigned short    handle,
const Vector3   translate = Vector3::ZERO,
const Quaternion   rotate = Quaternion::IDENTITY
 

Creates a new Bone as a child of this bone.

Remarks:
This method creates a new bone which will inherit the transforms of this bone, with the handle specified.
Parameters:
handle  The numeric handle to give the new bone; must be unique within the Skeleton.
translate  Initial translation offset of child relative to parent
rotate  Initial rotation relative to parent

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

Creates a new Bone as a child of this bone.

Remarks:
This method creates a new bone which will inherit the transforms of this bone. Note that the numeric handle of the new bone will be generated - if you need to specify it then you should use the alternate form of this method which takes a handle as a parameter.
Parameters:
translate  Initial translation offset of child relative to parent
rotate  Initial rotation relative to parent

Reimplemented from Ogre::Node.

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

See Node.

Implements Ogre::Node.

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

See Node.

Implements Ogre::Node.

Node * Ogre::Node::getChild const String   name const [inherited]
 

Gets a pointer to a named child node.

NOTE NON-VIRTUAL! This is actually in order to maintain the previous interfaces of the subclass SceneNode which must return a SceneNode pointer instead. Because of lack of support for covariant return types in some compilers (inc VC6) methods which differ only by return type cannot be virtual.

Reimplemented in Ogre::SceneNode.

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

Gets a pointer to a child node.

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.

unsigned short Ogre::Bone::getHandle void    const
 

Gets the numeric handle for this bone (unique within the skeleton).

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.

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::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.

Node * Ogre::Node::removeChild const String   name [inherited]
 

Drops the named child from this node.

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

NOTE NON-VIRTUAL! This is actually in order to maintain the previous interfaces of the subclass SceneNode which must return a SceneNode pointer instead. Because of lack of support for covariant return types in some compilers (inc VC6) methods which differ only by return type cannot be virtual.

Reimplemented in Ogre::SceneNode.

Bone * Ogre::Bone::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.

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::Bone::reset void   
 

Resets the position and orientation of this Bone to the original binding position.

Remarks:
Bones are bound to the mesh in a binding pose. They are then modified from this position during animation. This method returns the bone to it's original position and orientation.

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::Bone::setBindingPose void   
 

Sets the current position / orientation to be the 'binding pose' ie the layout in which bones were originally bound to a mesh.

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::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]
 

Matrix4 Ogre::Bone::mBindDerivedInverseTransform [protected]
 

The inversed derived transform of the bone in the binding pose.

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.

Skeleton* Ogre::Bone::mCreator [protected]
 

Pointer back to creator, for child creation (central memory allocation).

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.

unsigned short Ogre::Bone::mHandle [protected]
 

The numeric handle of this bone.

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.

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]
 

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

Incremented count for next name extension.

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

Copyright © 2002 by The OGRE Team