OGRE-Next  2.3
Object-Oriented Graphics Rendering Engine
Ogre::TagPoint Class Reference

TagPoints are like SceneNodes, that can be children of a Bone. More...

#include <OgreTagPoint.h>

+ Inheritance diagram for Ogre::TagPoint:

Public Types

typedef ConstVectorIterator< NodeVecConstNodeVecIterator
 
typedef ConstVectorIterator< ObjectVecConstObjectIterator
 
typedef vector< Node * >::type NodeVec
 
typedef VectorIterator< NodeVecNodeVecIterator
 
typedef VectorIterator< ObjectVecObjectIterator
 
typedef vector< MovableObject * >::type ObjectVec
 
enum  TransformSpace { TS_LOCAL , TS_PARENT , TS_WORLD }
 Enumeration denoting the spaces which a transform can be relative to. More...
 

Public Member Functions

 TagPoint (IdType id, SceneManager *creator, NodeMemoryManager *nodeMemoryManager, SceneNode *parent)
 
 ~TagPoint () override
 
virtual_l1 void _attachBone (SkeletonInstance *skeletonInstance, Bone *bone)
 Attaches a bone to this SceneNode. More...
 
void _callMemoryChangeListeners () override
 Internal use, notifies all attached objects that our memory pointers (i.e. More...
 
virtual_l1 void _detachAllBones (SkeletonInstance *skeletonInstance)
 Detaches all bones from this SceneNode that belong to the given SkeletonInstance. More...
 
virtual_l1 void _detachBone (SkeletonInstance *skeletonInstance, Bone *bone)
 Detaches a bone from this SceneNode. More...
 
virtual_l2 Quaternion _getDerivedOrientation () const
 Gets the orientation of the node as derived from all parents. More...
 
Matrix3 _getDerivedOrientationMatrix () const
 
virtual_l2 Quaternion _getDerivedOrientationUpdated ()
 Gets the orientation of the node as derived from all parents. More...
 
virtual_l2 Vector3 _getDerivedPosition () const
 Gets the position of the node as derived from all parents. More...
 
virtual_l2 Vector3 _getDerivedPositionUpdated ()
 Gets the position of the node as derived from all parents. More...
 
virtual_l2 Vector3 _getDerivedScale () const
 Gets the scaling factor of the node as derived from all parents. More...
 
virtual_l2 Vector3 _getDerivedScaleUpdated ()
 Gets the scalling factor of the node as derived from all parents. More...
 
virtual_l2 FORCEINLINE const Matrix4_getFullTransform () const
 Gets the full transformation matrix for this node. More...
 
virtual_l2 const Matrix4_getFullTransformUpdated ()
 @See _getDerivedScaleUpdated remarks. More...
 
Transform_getTransform ()
 Returns a direct access to the Transform state. More...
 
void _notifyStaticDirty () const override
 Called by SceneManager when it is telling we're a static node being dirty Don't call this directly. More...
 
virtual_l2 void _setDerivedOrientation (const Quaternion &q)
 Sets the final world orientation of the node directly. More...
 
virtual_l2 void _setDerivedPosition (const Vector3 &pos)
 Sets the final world position of the node directly. More...
 
void _setNullNodeMemoryManager ()
 Manually set the mNodeMemoryManager to a null ptr. More...
 
void _setParentBone (Bone *bone)
 Don't call directly. More...
 
void _unsetParentBone ()
 
void _updateChildren ()
 Helper method to update the Node and all children. More...
 
void addChild (Node *child)
 Adds a (precreated) child scene node to this node. More...
 
virtual_l2 void attachObject (MovableObject *obj)
 Adds an instance of a scene object to this node. More...
 
virtual_l2 Vector3 convertLocalToWorldDirection (const Vector3 &localDir, bool useScale)
 Gets the world direction of a point in the node local space useful for simple transforms that don't require a child node. More...
 
Vector3 convertLocalToWorldDirectionUpdated (const Vector3 &localDir, bool useScale)
 
virtual_l2 Quaternion convertLocalToWorldOrientation (const Quaternion &localOrientation)
 Gets the world orientation of an orientation in the node local space useful for simple transforms that don't require a child node. More...
 
Quaternion convertLocalToWorldOrientationUpdated (const Quaternion &localOrientation)
 
virtual_l2 Vector3 convertLocalToWorldPosition (const Vector3 &localPos)
 Gets the world position of a point in the node local space useful for simple transforms that don't require a child node. More...
 
Vector3 convertLocalToWorldPositionUpdated (const Vector3 &localPos)
 
virtual_l2 Vector3 convertWorldToLocalDirection (const Vector3 &worldDir, bool useScale)
 Gets the local direction, relative to this node, of the given world-space direction. More...
 
Vector3 convertWorldToLocalDirectionUpdated (const Vector3 &worldDir, bool useScale)
 
virtual_l2 Quaternion convertWorldToLocalOrientation (const Quaternion &worldOrientation)
 Gets the local orientation, relative to this node, of the given world-space orientation. More...
 
Quaternion convertWorldToLocalOrientationUpdated (const Quaternion &worldOrientation)
 
virtual_l2 Vector3 convertWorldToLocalPosition (const Vector3 &worldPos)
 Gets the local position, relative to this node, of the given world-space position. More...
 
Vector3 convertWorldToLocalPositionUpdated (const Vector3 &worldPos)
 
virtual NodecreateChild (SceneMemoryMgrTypes sceneType=SCENE_DYNAMIC, const Vector3 &translate=Vector3::ZERO, const Quaternion &rotate=Quaternion::IDENTITY)
 Creates an unnamed new Node as a child of this node. More...
 
virtual SceneNodecreateChildSceneNode (SceneMemoryMgrTypes sceneType=SCENE_DYNAMIC, const Vector3 &translate=Vector3::ZERO, const Quaternion &rotate=Quaternion::IDENTITY)
 Creates an unnamed new SceneNode as a child of this node. More...
 
virtual TagPointcreateChildTagPoint (const Vector3 &vPos=Vector3::ZERO, const Quaternion &qRot=Quaternion::IDENTITY)
 
virtual void detachAllBones ()
 Detaches all bones from from this SceneNode. It is safe to use directly. More...
 
virtual void detachAllObjects ()
 Detaches all objects attached to this node. More...
 
virtual_l2 void detachObject (MovableObject *obj)
 Detaches an object by pointer. More...
 
virtual void flipVisibility (bool cascade=true)
 Inverts the visibility of all objects attached to this node. More...
 
MovableObjectgetAttachedObject (const String &name)
 Retrieves a pointer to an attached object. More...
 
MovableObjectgetAttachedObject (size_t index)
 Retrieves a pointer to an attached object. More...
 
virtual ObjectIterator getAttachedObjectIterator ()
 Retrieves an iterator which can be used to efficiently step through the objects attached to this node. More...
 
virtual ConstObjectIterator getAttachedObjectIterator () const
 Retrieves an iterator which can be used to efficiently step through the objects attached to this node. More...
 
NodegetChild (size_t index)
 Gets a pointer to a child node. More...
 
const NodegetChild (size_t index) const
 
NodeVecIterator getChildIterator ()
 Retrieves an iterator for efficiently looping through all children of this node. More...
 
ConstNodeVecIterator getChildIterator () const
 Retrieves an iterator for efficiently looping through all children of this node. More...
 
SceneManagergetCreator () const
 Gets the creator of this scene node. More...
 
NodeMemoryManagergetDefaultNodeMemoryManager (SceneMemoryMgrTypes sceneType) override
 As Node::getDebugRenderable, except scaling is automatically determined. More...
 
uint16 getDepthLevel () const
 Returns how deep in the hierarchy we are (eg. 0 -> root node, 1 -> child of root) More...
 
IdType getId () const
 Get the unique id of this object. More...
 
bool getIndestructibleByClearScene () const
 
virtual_l2 bool getInheritOrientation () const
 Returns true if this node is affected by orientation applied to the parent node. More...
 
virtual_l2 bool getInheritScale () const
 Returns true if this node is affected by scaling factors applied to the parent node. More...
 
ListenergetListener () const
 Gets the current listener for this Node. More...
 
virtual_l2 Matrix3 getLocalAxes () const
 Gets a matrix whose columns are the local axes based on the nodes orientation relative to it's parent. More...
 
const StringgetName () const
 Returns the name of the node. More...
 
virtual_l2 Quaternion getOrientation () const
 Returns a quaternion representing the nodes orientation. More...
 
NodegetParent () const
 Gets this node's parent (NULL if this is the root). More...
 
BonegetParentBone () const
 Gets this Bones's parent (NULL if no parent). More...
 
SceneNodegetParentSceneNode () const
 Gets the parent of this SceneNode. More...
 
virtual_l2 Vector3 getPosition () const
 Gets the position of the node relative to it's parent. More...
 
virtual_l2 Vector3 getScale () const
 Gets the scaling factor of this node. More...
 
virtual Real getSquaredViewDepth (const Camera *cam) const
 Helper function, get the squared view depth. More...
 
virtual OGRE_DEPRECATED const AnygetUserAny () const
 
UserObjectBindingsgetUserObjectBindings ()
 Return an instance of user objects binding associated with this class. More...
 
const UserObjectBindingsgetUserObjectBindings () const
 Return an instance of user objects binding associated with this class. More...
 
bool isStatic () const
 Checks whether this node is static. @See setStatic. More...
 
bool isYawFixed () const
 
virtual void lookAt (const Vector3 &targetPoint, TransformSpace relativeTo, const Vector3 &localDirectionVector=Vector3::NEGATIVE_UNIT_Z)
 Points the local -Z direction of this node at a point in space. More...
 
void migrateTo (NodeMemoryManager *nodeMemoryManager)
 Migrates the node and all of its children to the new memory manager, at the same depth level. More...
 
size_t numAttachedObjects () const
 Reports the number of objects attached to this node. More...
 
size_t numChildren () const
 Reports the number of child nodes under this one. More...
 
void operator delete (void *ptr)
 
void operator delete (void *ptr, const char *, int, const char *)
 
void operator delete (void *ptr, void *)
 
void operator delete[] (void *ptr)
 
void operator delete[] (void *ptr, const char *, int, const char *)
 
void * operator new (size_t sz)
 
void * operator new (size_t sz, const char *file, int line, const char *func)
 operator new, with debug line info More...
 
void * operator new (size_t sz, void *ptr)
 placement operator new More...
 
void * operator new[] (size_t sz)
 
void * operator new[] (size_t sz, const char *file, int line, const char *func)
 array operator new, with debug line info More...
 
bool operator() (const IdObject &left, const IdObject &right)
 
bool operator() (const IdObject *left, const IdObject *right)
 
virtual_l2 void pitch (const Radian &angle, TransformSpace relativeTo=TS_LOCAL)
 Rotate the node around the X-axis. More...
 
virtual void removeAllChildren ()
 Removes all child Nodes attached to this node. More...
 
virtual void removeAndDestroyAllChildren ()
 Removes and destroys all children of this node. More...
 
virtual void removeAndDestroyChild (SceneNode *sceneNode)
 This method removes and destroys the child and all of its children. More...
 
virtual void removeChild (Node *child)
 Drops the specified child from this node. More...
 
virtual_l1 void resetOrientation ()
 Resets the nodes orientation (local axes as world axes, no rotation). More...
 
virtual_l2 void roll (const Radian &angle, TransformSpace relativeTo=TS_LOCAL)
 Rotate the node around the Z-axis. More...
 
virtual_l2 void rotate (const Quaternion &q, TransformSpace relativeTo=TS_LOCAL)
 Rotate the node around an aritrary axis using a Quarternion. More...
 
virtual_l2 void rotate (const Vector3 &axis, const Radian &angle, TransformSpace relativeTo=TS_LOCAL)
 Rotate the node around an arbitrary axis. More...
 
virtual_l2 void scale (const Vector3 &scale)
 Scales the node, combining it's current scale with the passed in scaling factor. More...
 
virtual_l2 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 setAutoTracking (bool enabled, SceneNode *const target=0, const Vector3 &localDirectionVector=Vector3::NEGATIVE_UNIT_Z, const Vector3 &offset=Vector3::ZERO)
 Enables / disables automatic tracking of another SceneNode. More...
 
virtual void setDirection (const Vector3 &vec, TransformSpace relativeTo=TS_LOCAL, const Vector3 &localDirectionVector=Vector3::NEGATIVE_UNIT_Z)
 Sets the node's direction vector ie it's local -z. More...
 
virtual void setDirection (Real x, Real y, Real z, TransformSpace relativeTo=TS_LOCAL, const Vector3 &localDirectionVector=Vector3::NEGATIVE_UNIT_Z)
 Sets the node's direction vector ie it's local -z. More...
 
void setFixedYawAxis (bool useFixed, const Vector3 &fixedAxis=Vector3::UNIT_Y)
 Tells the node whether to yaw around it's own local Y axis or a fixed axis of choice. More...
 
void setIndestructibleByClearScene (bool indestructible)
 Calling SceneManager::clearScene won't destroy this node nor detach its objects (but may still destroy parent and children nodes if they're not indestructible) when this is true. More...
 
virtual_l2 void setInheritOrientation (bool inherit)
 Tells the node whether it should inherit orientation from it's parent node. More...
 
virtual_l2 void setInheritScale (bool inherit)
 Tells the node whether it should inherit scaling factors from it's parent node. More...
 
void setListener (Listener *listener) override
 Sets a listener for this Node. More...
 
void setName (const String &name)
 Sets a custom name for this node. More...
 
virtual_l1 void setOrientation (Quaternion q)
 Sets the orientation of this node via a quaternion. More...
 
virtual_l1 void setOrientation (Real w, Real x, Real y, Real z)
 Sets the orientation of this node via quaternion parameters. More...
 
virtual_l1 void setPosition (const Vector3 &pos)
 Sets the position of the node relative to it's parent. More...
 
virtual_l1 void setPosition (Real x, Real y, Real z)
 Sets the position of the node relative to it's parent. More...
 
virtual_l1 void setScale (const Vector3 &scale)
 Sets the scaling factor applied to this node. More...
 
virtual_l1 void setScale (Real x, Real y, Real z)
 Sets the scaling factor applied to this node. More...
 
bool setStatic (bool bStatic) override
 Turns this Node into static or dynamic. More...
 
virtual OGRE_DEPRECATED void setUserAny (const Any &anything)
 
virtual void setVisible (bool visible, bool cascade=true)
 Makes all objects attached to this node become visible / invisible. More...
 
virtual_l2 void translate (const Matrix3 &axes, const Vector3 &move, TransformSpace relativeTo=TS_PARENT)
 Moves the node along arbitrary axes. More...
 
virtual_l2 void translate (const Matrix3 &axes, Real x, Real y, Real z, TransformSpace relativeTo=TS_PARENT)
 Moves the node along arbitrary axes. More...
 
virtual_l2 void translate (const Vector3 &d, TransformSpace relativeTo=TS_PARENT)
 Moves the node along the Cartesian axes. More...
 
virtual_l2 void translate (Real x, Real y, Real z, TransformSpace relativeTo=TS_PARENT)
 Moves the node along the Cartesian axes. More...
 
void yaw (const Radian &angle, TransformSpace relativeTo=TS_LOCAL)
 Rotate the node around the Y-axis. More...
 

Static Public Member Functions

static void updateAllTransforms (const size_t numNodes, Transform t)
 @See SceneManager::updateAllTransforms() More...
 
static void updateAllTransformsBoneToTag (const size_t numNodes, Transform t)
 @See Node::updateAllTransforms. More...
 
static void updateAllTransformsTagOnTag (const size_t numNodes, Transform t)
 @See Node::updateAllTransforms. More...
 

Public Attributes

size_t mGlobalIndex
 Index in the vector holding this node reference (could be our parent node, or a global array tracking all created nodes to avoid memory leaks). More...
 
size_t mParentIndex
 Index in the vector holding this node reference (could be our parent node, or a global array tracking all created nodes to avoid memory leaks). More...
 

Detailed Description

TagPoints are like SceneNodes, that can be children of a Bone.

Q: Can I use a SceneNode as child of a Bone? A: No.

Q: Can I use a TagPoint as child of a Bone? A: Yes. That's the idea.

Q: Can I use a SceneNode as child of a TagPoint? A: Yes.

Q: Can I use a TagPoint as child of a TagPoint? A: Yes.

Q: Can I use a TagPoint as child of a SceneNode? A: Yes.

Q: Is there a performance hit for using a TagPoint as a SceneNode? A: No, though there is higher memory consumption (and indirectly could decrease performance by affecting the cache or the bandwidth)

Q: So... TagPoints are better than SceneNodes, because they can be used like SceneNodes, but also be used with bones? A: Yes.

Q: Why not merge TagPoints into SceneNodes then, and remove TagPoints? A: Good question. Theoretically the TagPoint functionality does not belong to SceneNode (more dependencies, more clutter in the same cpp files). Also TagPoints require more memory; which can add up when you have tens of thousands (or +100k's) of nodes. Only pay for what you use.

Q: Can I attach a TagPoint to Skeleton 'A' bone, and then attach an Item/Entity with Skeleton 'B' to this TagPoint? A: Yesish. It will work, but Skeleton B will see the changes from Skeleton A with one frame of latency (i.e. lag behind). If the animation is too fast or too different between frames, it may be noticeable. That's because we update Skeleton A, then B, then the TagPoints. To fix this we would have to update Skeleton 'A', then the TagPoints, then Skeleton 'B'; which is too cumbersome for such rare corner case.

Q: What happens on circular dependencies? i.e. Skeleton gets attached to TagPoint, TagPoint gets attached to bone of said Skeleton? A: Undefined. Probably very wonky behavior.

Q: What happens if I call setStatic( true )? A: If the TagPoint is ultimately the child of a Bone, then nothing happens. If the TagPoint is ultimately the child of the Root SceneNode, then it works as usual.

Q: What happens if I called setStatic( true ) on a TagPoint that belonged to the Root SceneNode, and now I've detached, and attached it to a bone? A: The information about being static is completely lost (i.e. it's like calling setStatic( false ) prior to attaching to the bone)

Member Typedef Documentation

◆ ConstNodeVecIterator

◆ ConstObjectIterator

◆ NodeVec

typedef vector<Node*>::type Ogre::Node::NodeVec
inherited

◆ NodeVecIterator

◆ ObjectIterator

◆ ObjectVec

typedef vector<MovableObject*>::type Ogre::SceneNode::ObjectVec
inherited

Member Enumeration Documentation

◆ TransformSpace

Enumeration denoting the spaces which a transform can be relative to.

Enumerator
TS_LOCAL 

Transform is relative to the local space.

TS_PARENT 

Transform is relative to the space of the parent node.

TS_WORLD 

Transform is relative to world space.

Constructor & Destructor Documentation

◆ TagPoint()

Ogre::TagPoint::TagPoint ( IdType  id,
SceneManager creator,
NodeMemoryManager nodeMemoryManager,
SceneNode parent 
)

◆ ~TagPoint()

Ogre::TagPoint::~TagPoint ( )
override

Member Function Documentation

◆ _attachBone()

virtual_l1 void Ogre::SceneNode::_attachBone ( SkeletonInstance skeletonInstance,
Bone bone 
)
inherited

Attaches a bone to this SceneNode.

Don't use directly.

See also
SkeletonInstance::setSceneNodeAsParentOfBone

◆ _callMemoryChangeListeners()

void Ogre::SceneNode::_callMemoryChangeListeners ( )
overridevirtualinherited

Internal use, notifies all attached objects that our memory pointers (i.e.

Transform) may have changed (e.g. during cleanups, change of parent, etc)

Implements Ogre::Node.

◆ _detachAllBones()

virtual_l1 void Ogre::SceneNode::_detachAllBones ( SkeletonInstance skeletonInstance)
inherited

Detaches all bones from this SceneNode that belong to the given SkeletonInstance.

Don't use directly.

See also
SkeletonInstance::setSceneNodeAsParentOfBone

◆ _detachBone()

virtual_l1 void Ogre::SceneNode::_detachBone ( SkeletonInstance skeletonInstance,
Bone bone 
)
inherited

Detaches a bone from this SceneNode.

Don't use directly.

See also
SkeletonInstance::setSceneNodeAsParentOfBone

◆ _getDerivedOrientation()

virtual_l2 Quaternion Ogre::Node::_getDerivedOrientation ( ) const
inherited

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

Remarks
Assumes the caches are already updated. Will trigger an assert otherwise. @See _getDerivedOrientationUpdated if you need the update process to be guaranteed

◆ _getDerivedOrientationMatrix()

Matrix3 Ogre::TagPoint::_getDerivedOrientationMatrix ( ) const

◆ _getDerivedOrientationUpdated()

virtual_l2 Quaternion Ogre::Node::_getDerivedOrientationUpdated ( )
inherited

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

Remarks
Unlike _getDerivedOrientation, this function guarantees the cache stays up to date. It is strongly advised against calling this function for a large number of nodes. Refactor your queries so that they happen after SceneManager::UpdateAllTransforms() has been called

◆ _getDerivedPosition()

virtual_l2 Vector3 Ogre::Node::_getDerivedPosition ( ) const
inherited

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

Remarks
Assumes the caches are already updated. Will trigger an assert otherwise. @See _getDerivedPositionUpdated if you need the update process to be guaranteed

◆ _getDerivedPositionUpdated()

virtual_l2 Vector3 Ogre::Node::_getDerivedPositionUpdated ( )
inherited

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

Remarks
Unlike _getDerivedPosition, this function guarantees the cache stays up to date. It is strongly advised against calling this function for a large number of nodes. Refactor your queries so that they happen after SceneManager::UpdateAllTransforms() has been called

◆ _getDerivedScale()

virtual_l2 Vector3 Ogre::Node::_getDerivedScale ( ) const
inherited

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

Remarks
Assumes the caches are already updated. Will trigger an assert otherwise. @See _getDerivedScaleUpdated if you need the update process to be guaranteed

◆ _getDerivedScaleUpdated()

virtual_l2 Vector3 Ogre::Node::_getDerivedScaleUpdated ( )
inherited

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

Remarks
Unlike _getDerivedScale, this function guarantees the cache stays up to date. It is STRONGLY advised against calling this function for a large number of nodes. Refactor your queries so that they happen after SceneManager::UpdateAllTransforms() has been called

◆ _getFullTransform()

virtual_l2 FORCEINLINE const Matrix4& Ogre::Node::_getFullTransform ( ) const
inlineinherited

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. Assumes the caches are already updated

References Ogre::Transform::mDerivedTransform, and Ogre::Transform::mIndex.

◆ _getFullTransformUpdated()

virtual_l2 const Matrix4& Ogre::Node::_getFullTransformUpdated ( )
inherited

@See _getDerivedScaleUpdated remarks.

@See _getFullTransform

◆ _getTransform()

Transform& Ogre::Node::_getTransform ( )
inlineinherited

Returns a direct access to the Transform state.

◆ _notifyStaticDirty()

void Ogre::SceneNode::_notifyStaticDirty ( ) const
overridevirtualinherited

Called by SceneManager when it is telling we're a static node being dirty Don't call this directly.

See also
SceneManager::notifyStaticDirty

Reimplemented from Ogre::Node.

◆ _setDerivedOrientation()

virtual_l2 void Ogre::Node::_setDerivedOrientation ( const Quaternion q)
inherited

Sets the final world orientation of the node directly.

Remarks
It's advisable to use the local setOrientation if possible, this simply does the conversion for you.

◆ _setDerivedPosition()

virtual_l2 void Ogre::Node::_setDerivedPosition ( const Vector3 pos)
inherited

Sets the final world position of the node directly.

Remarks
It's advisable to use the local setPosition if possible

◆ _setNullNodeMemoryManager()

void Ogre::Node::_setNullNodeMemoryManager ( )
inlineinherited

Manually set the mNodeMemoryManager to a null ptr.

Remarks
Node doesn't follow the rule of three. This function is useful when you make multiple hard copies but only the destructor must release the mTransform only slots once.

◆ _setParentBone()

void Ogre::TagPoint::_setParentBone ( Bone bone)

Don't call directly.

See also
Bone::addTagPoint

◆ _unsetParentBone()

void Ogre::TagPoint::_unsetParentBone ( )

◆ _updateChildren()

void Ogre::Node::_updateChildren ( )
inherited

Helper method to update the Node and all children.

Note
Updates this node and all children to incorporate transforms etc. Ogre never call it, preferring full update of all transforms, but there could be situations when scene modifications are known and so small that full update is inefficient.

◆ addChild()

void Ogre::Node::addChild ( Node child)
inherited

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

If it is attached to another node, it must be detached first.

Parameters
childThe Node which is to become a child node of this one

◆ attachObject()

virtual_l2 void Ogre::SceneNode::attachObject ( MovableObject obj)
inherited

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.

◆ convertLocalToWorldDirection()

virtual_l2 Vector3 Ogre::Node::convertLocalToWorldDirection ( const Vector3 localDir,
bool  useScale 
)
inherited

Gets the world direction of a point in the node local space useful for simple transforms that don't require a child node.

◆ convertLocalToWorldDirectionUpdated()

Vector3 Ogre::Node::convertLocalToWorldDirectionUpdated ( const Vector3 localDir,
bool  useScale 
)
inlineinherited

◆ convertLocalToWorldOrientation()

virtual_l2 Quaternion Ogre::Node::convertLocalToWorldOrientation ( const Quaternion localOrientation)
inherited

Gets the world orientation of an orientation in the node local space useful for simple transforms that don't require a child node.

◆ convertLocalToWorldOrientationUpdated()

Quaternion Ogre::Node::convertLocalToWorldOrientationUpdated ( const Quaternion localOrientation)
inlineinherited

◆ convertLocalToWorldPosition()

virtual_l2 Vector3 Ogre::Node::convertLocalToWorldPosition ( const Vector3 localPos)
inherited

Gets the world position of a point in the node local space useful for simple transforms that don't require a child node.

◆ convertLocalToWorldPositionUpdated()

Vector3 Ogre::Node::convertLocalToWorldPositionUpdated ( const Vector3 localPos)
inlineinherited

◆ convertWorldToLocalDirection()

virtual_l2 Vector3 Ogre::Node::convertWorldToLocalDirection ( const Vector3 worldDir,
bool  useScale 
)
inherited

Gets the local direction, relative to this node, of the given world-space direction.

◆ convertWorldToLocalDirectionUpdated()

Vector3 Ogre::Node::convertWorldToLocalDirectionUpdated ( const Vector3 worldDir,
bool  useScale 
)
inlineinherited

◆ convertWorldToLocalOrientation()

virtual_l2 Quaternion Ogre::Node::convertWorldToLocalOrientation ( const Quaternion worldOrientation)
inherited

Gets the local orientation, relative to this node, of the given world-space orientation.

◆ convertWorldToLocalOrientationUpdated()

Quaternion Ogre::Node::convertWorldToLocalOrientationUpdated ( const Quaternion worldOrientation)
inlineinherited

◆ convertWorldToLocalPosition()

virtual_l2 Vector3 Ogre::Node::convertWorldToLocalPosition ( const Vector3 worldPos)
inherited

Gets the local position, relative to this node, of the given world-space position.

◆ convertWorldToLocalPositionUpdated()

Vector3 Ogre::Node::convertWorldToLocalPositionUpdated ( const Vector3 worldPos)
inlineinherited

◆ createChild()

virtual Node* Ogre::Node::createChild ( SceneMemoryMgrTypes  sceneType = SCENE_DYNAMIC,
const Vector3 translate = Vector3::ZERO,
const Quaternion rotate = Quaternion::IDENTITY 
)
virtualinherited

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

Parameters
translateInitial translation offset of child relative to parent
rotateInitial rotation relative to parent

◆ createChildSceneNode()

virtual SceneNode* Ogre::SceneNode::createChildSceneNode ( SceneMemoryMgrTypes  sceneType = SCENE_DYNAMIC,
const Vector3 translate = Vector3::ZERO,
const Quaternion rotate = Quaternion::IDENTITY 
)
virtualinherited

Creates an unnamed new SceneNode as a child of this node.

Parameters
translateInitial translation offset of child relative to parent
rotateInitial rotation relative to parent

◆ createChildTagPoint()

virtual TagPoint* Ogre::TagPoint::createChildTagPoint ( const Vector3 vPos = Vector3::ZERO,
const Quaternion qRot = Quaternion::IDENTITY 
)
virtual

◆ detachAllBones()

virtual void Ogre::SceneNode::detachAllBones ( )
virtualinherited

Detaches all bones from from this SceneNode. It is safe to use directly.

◆ detachAllObjects()

virtual void Ogre::SceneNode::detachAllObjects ( )
virtualinherited

Detaches all objects attached to this node.

◆ detachObject()

virtual_l2 void Ogre::SceneNode::detachObject ( MovableObject obj)
inherited

Detaches an object by pointer.

Remarks
It's fast, takes only O(1)

◆ flipVisibility()

virtual void Ogre::SceneNode::flipVisibility ( bool  cascade = true)
virtualinherited

Inverts the visibility of all objects attached to this node.

Remarks

This is a shortcut to calling setVisible(!isVisible()) on the objects attached to this node, and optionally to all objects attached to child nodes.
Parameters
cascadeIf true, this setting cascades into child nodes too.

◆ getAttachedObject() [1/2]

MovableObject* Ogre::SceneNode::getAttachedObject ( const String name)
inherited

Retrieves a pointer to an attached object.

Remarks
Retrieves by object name, see alternate version to retrieve by index. Retrieving by name forces a linear search O(N), prefer using the index, which is O(1)

◆ getAttachedObject() [2/2]

MovableObject* Ogre::SceneNode::getAttachedObject ( size_t  index)
inlineinherited

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.

◆ getAttachedObjectIterator() [1/2]

virtual ObjectIterator Ogre::SceneNode::getAttachedObjectIterator ( )
virtualinherited

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.

◆ getAttachedObjectIterator() [2/2]

virtual ConstObjectIterator Ogre::SceneNode::getAttachedObjectIterator ( ) const
virtualinherited

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.

◆ getChild() [1/2]

Node* Ogre::Node::getChild ( size_t  index)
inlineinherited

Gets a pointer to a child node.

◆ getChild() [2/2]

const Node* Ogre::Node::getChild ( size_t  index) const
inlineinherited

◆ getChildIterator() [1/2]

NodeVecIterator Ogre::Node::getChildIterator ( )
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.

◆ getChildIterator() [2/2]

ConstNodeVecIterator Ogre::Node::getChildIterator ( ) const
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.

◆ getCreator()

SceneManager* Ogre::SceneNode::getCreator ( ) const
inlineinherited

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.

◆ getDefaultNodeMemoryManager()

NodeMemoryManager* Ogre::SceneNode::getDefaultNodeMemoryManager ( SceneMemoryMgrTypes  sceneType)
overridevirtualinherited

As Node::getDebugRenderable, except scaling is automatically determined.

Implements Ogre::Node.

◆ getDepthLevel()

uint16 Ogre::Node::getDepthLevel ( ) const
inlineinherited

Returns how deep in the hierarchy we are (eg. 0 -> root node, 1 -> child of root)

◆ getId()

IdType Ogre::IdObject::getId ( ) const
inlineinherited

Get the unique id of this object.

◆ getIndestructibleByClearScene()

bool Ogre::Node::getIndestructibleByClearScene ( ) const
inherited

◆ getInheritOrientation()

virtual_l2 bool Ogre::Node::getInheritOrientation ( ) const
inherited

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

Remarks
Orientations, unlike other transforms, are not always inherited by child nodes. Whether or not orientations affect the orientation of the child nodes depends on the setInheritOrientation option of the child. In some cases you want a orientating 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 orientation based on the parent's orientation), 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 orientation). The default is to inherit as with other transforms.
See setInheritOrientation for more info.

◆ getInheritScale()

virtual_l2 bool Ogre::Node::getInheritScale ( ) const
inherited

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

Remarks
See setInheritScale for more info.

◆ getListener()

Listener* Ogre::Node::getListener ( ) const
inlineinherited

Gets the current listener for this Node.

◆ getLocalAxes()

virtual_l2 Matrix3 Ogre::Node::getLocalAxes ( ) const
inherited

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

◆ getName()

const String& Ogre::Node::getName ( ) const
inlineinherited

Returns the name of the node.

◆ getOrientation()

virtual_l2 Quaternion Ogre::Node::getOrientation ( ) const
inherited

Returns a quaternion representing the nodes orientation.

Remarks
Don't call this function too often, as we need to convert from SoA

◆ getParent()

Node* Ogre::Node::getParent ( ) const
inherited

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

◆ getParentBone()

Bone* Ogre::TagPoint::getParentBone ( ) const
inline

Gets this Bones's parent (NULL if no parent).

◆ getParentSceneNode()

SceneNode* Ogre::SceneNode::getParentSceneNode ( ) const
inherited

Gets the parent of this SceneNode.

◆ getPosition()

virtual_l2 Vector3 Ogre::Node::getPosition ( ) const
inherited

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

Remarks
Don't call this function too often, as we need to convert from SoA

◆ getScale()

virtual_l2 Vector3 Ogre::Node::getScale ( ) const
inherited

Gets the scaling factor of this node.

Remarks
Don't call this function too often, as we need to convert from SoA

◆ getSquaredViewDepth()

virtual Real Ogre::Node::getSquaredViewDepth ( const Camera cam) const
virtualinherited

Helper function, get the squared view depth.


◆ getUserAny()

virtual OGRE_DEPRECATED const Any& Ogre::Node::getUserAny ( ) const
inlinevirtualinherited
Deprecated:
use UserObjectBindings::getUserAny via getUserObjectBindings() instead.

Retrieves the custom user value associated with this object.

◆ getUserObjectBindings() [1/2]

UserObjectBindings& Ogre::Node::getUserObjectBindings ( )
inlineinherited

Return an instance of user objects binding associated with this class.

You can use it to associate one or more custom objects with this class instance.

See also
UserObjectBindings::setUserAny.

◆ getUserObjectBindings() [2/2]

const UserObjectBindings& Ogre::Node::getUserObjectBindings ( ) const
inlineinherited

Return an instance of user objects binding associated with this class.

You can use it to associate one or more custom objects with this class instance.

See also
UserObjectBindings::setUserAny.

◆ isStatic()

bool Ogre::Node::isStatic ( ) const
inherited

Checks whether this node is static. @See setStatic.

◆ isYawFixed()

bool Ogre::SceneNode::isYawFixed ( ) const
inlineinherited

◆ lookAt()

virtual void Ogre::SceneNode::lookAt ( const Vector3 targetPoint,
TransformSpace  relativeTo,
const Vector3 localDirectionVector = Vector3::NEGATIVE_UNIT_Z 
)
virtualinherited

Points the local -Z direction of this node at a point in space.

Parameters
targetPointA vector specifying the look at point.
relativeToThe space in which the point resides
localDirectionVectorThe vector which normally describes the natural direction of the node, usually -Z

◆ migrateTo()

void Ogre::Node::migrateTo ( NodeMemoryManager nodeMemoryManager)
inherited

Migrates the node and all of its children to the new memory manager, at the same depth level.

Parameters
nodeMemoryManagerNew memory manager to migrate to.

◆ numAttachedObjects()

size_t Ogre::SceneNode::numAttachedObjects ( ) const
inlineinherited

Reports the number of objects attached to this node.

◆ numChildren()

size_t Ogre::Node::numChildren ( ) const
inlineinherited

Reports the number of child nodes under this one.

◆ operator delete() [1/3]

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr)
inlineinherited

◆ operator delete() [2/3]

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr,
const char *  ,
int  ,
const char *   
)
inlineinherited

◆ operator delete() [3/3]

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr,
void *   
)
inlineinherited

◆ operator delete[]() [1/2]

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete[] ( void *  ptr)
inlineinherited

◆ operator delete[]() [2/2]

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete[] ( void *  ptr,
const char *  ,
int  ,
const char *   
)
inlineinherited

◆ operator new() [1/3]

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz)
inlineinherited

◆ operator new() [2/3]

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz,
const char *  file,
int  line,
const char *  func 
)
inlineinherited

operator new, with debug line info

◆ operator new() [3/3]

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz,
void *  ptr 
)
inlineinherited

placement operator new

◆ operator new[]() [1/2]

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new[] ( size_t  sz)
inlineinherited

◆ operator new[]() [2/2]

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new[] ( size_t  sz,
const char *  file,
int  line,
const char *  func 
)
inlineinherited

array operator new, with debug line info

◆ operator()() [1/2]

bool Ogre::IdObject::operator() ( const IdObject left,
const IdObject right 
)
inlineinherited

◆ operator()() [2/2]

bool Ogre::IdObject::operator() ( const IdObject left,
const IdObject right 
)
inlineinherited

◆ pitch()

virtual_l2 void Ogre::Node::pitch ( const Radian angle,
TransformSpace  relativeTo = TS_LOCAL 
)
inherited

Rotate the node around the X-axis.

◆ removeAllChildren()

virtual void Ogre::Node::removeAllChildren ( )
virtualinherited

Removes all child Nodes attached to this node.

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

◆ removeAndDestroyAllChildren()

virtual void Ogre::SceneNode::removeAndDestroyAllChildren ( )
virtualinherited

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.

◆ removeAndDestroyChild()

virtual void Ogre::SceneNode::removeAndDestroyChild ( SceneNode sceneNode)
virtualinherited

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

Remarks
Unlike removeChild, which removes a single 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.
Parameters
SceneNode,mustbe a child of ours

◆ removeChild()

virtual void Ogre::Node::removeChild ( Node child)
virtualinherited

Drops the specified child from this node.

Remarks
Does not delete the node, just detaches it from this parent, potentially to be reattached elsewhere.
Asserts if child is not one of our children.

◆ resetOrientation()

virtual_l1 void Ogre::Node::resetOrientation ( )
inherited

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

Remarks
Orientations, unlike other transforms, are not always inherited by child nodes. Whether or not orientations affect the orientation of the child nodes depends on the setInheritOrientation option of the child. In some cases you want a orientating 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 orientation based on the parent's orientation), 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 orientation). The default is to inherit as with other transforms.
Note that rotations are oriented around the node's origin.

◆ roll()

virtual_l2 void Ogre::Node::roll ( const Radian angle,
TransformSpace  relativeTo = TS_LOCAL 
)
inherited

Rotate the node around the Z-axis.

◆ rotate() [1/2]

virtual_l2 void Ogre::Node::rotate ( const Quaternion q,
TransformSpace  relativeTo = TS_LOCAL 
)
inherited

Rotate the node around an aritrary axis using a Quarternion.

◆ rotate() [2/2]

virtual_l2 void Ogre::Node::rotate ( const Vector3 axis,
const Radian angle,
TransformSpace  relativeTo = TS_LOCAL 
)
inherited

Rotate the node around an arbitrary axis.

◆ scale() [1/2]

virtual_l2 void Ogre::Node::scale ( const Vector3 scale)
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.

◆ scale() [2/2]

virtual_l2 void Ogre::Node::scale ( Real  x,
Real  y,
Real  z 
)
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.

◆ setAutoTracking()

virtual void Ogre::SceneNode::setAutoTracking ( bool  enabled,
SceneNode *const  target = 0,
const Vector3 localDirectionVector = Vector3::NEGATIVE_UNIT_Z,
const Vector3 offset = Vector3::ZERO 
)
virtualinherited

Enables / disables automatic tracking of another SceneNode.

Remarks
If you enable auto-tracking, this SceneNode will automatically rotate to point it's -Z at the target SceneNode every frame, no matter how it or the other SceneNode move. Note that by default the -Z points at the origin of the target SceneNode, if you want to tweak this, provide a vector in the 'offset' parameter and the target point will be adjusted.
Parameters
enabledIf true, tracking will be enabled and the next parameter cannot be null. If false tracking will be disabled and the current orientation will be maintained.
targetPointer to the SceneNode to track. Make sure you don't delete this SceneNode before turning off tracking (e.g. SceneManager::clearScene will delete it so be careful of this). Can be null if and only if the enabled param is false.
localDirectionVectorThe local vector considered to be the usual 'direction' of the node; normally the local -Z but can be another direction.
offsetIf supplied, this is the target point in local space of the target node instead of the origin of the target node. Good for fine tuning the look at point.

◆ setDirection() [1/2]

virtual void Ogre::SceneNode::setDirection ( const Vector3 vec,
TransformSpace  relativeTo = TS_LOCAL,
const Vector3 localDirectionVector = Vector3::NEGATIVE_UNIT_Z 
)
virtualinherited

Sets the node's direction vector ie it's local -z.

Remarks
Note that the 'up' vector for the orientation will automatically be recalculated based on the current 'up' vector (i.e. the roll will remain the same). If you need more control, use setOrientation.
Parameters
vecThe direction vector
relativeToThe space in which this direction vector is expressed
localDirectionVectorThe vector which normally describes the natural direction of the node, usually -Z

◆ setDirection() [2/2]

virtual void Ogre::SceneNode::setDirection ( Real  x,
Real  y,
Real  z,
TransformSpace  relativeTo = TS_LOCAL,
const Vector3 localDirectionVector = Vector3::NEGATIVE_UNIT_Z 
)
virtualinherited

Sets the node's direction vector ie it's local -z.

Remarks
Note that the 'up' vector for the orientation will automatically be recalculated based on the current 'up' vector (i.e. the roll will remain the same). If you need more control, use setOrientation.
Parameters
x,y,zThe components of the direction vector
relativeToThe space in which this direction vector is expressed
localDirectionVectorThe vector which normally describes the natural direction of the node, usually -Z

◆ setFixedYawAxis()

void Ogre::SceneNode::setFixedYawAxis ( bool  useFixed,
const Vector3 fixedAxis = Vector3::UNIT_Y 
)
inherited

Tells the node whether to yaw around it's own local Y axis or a fixed axis of choice.

Remarks
This method allows you to change the yaw behaviour of the node - by default, it yaws around it's own local Y axis when told to yaw with TS_LOCAL, this makes it yaw around a fixed axis. You only really need this when you're using auto tracking (see setAutoTracking, because when you're manually rotating a node you can specify the TransformSpace in which you wish to work anyway.
Parameters
useFixedIf true, the axis passed in the second parameter will always be the yaw axis no matter what the node orientation. If false, the node returns to it's default behaviour.
fixedAxisThe axis to use if the first parameter is true.

◆ setIndestructibleByClearScene()

void Ogre::Node::setIndestructibleByClearScene ( bool  indestructible)
inherited

Calling SceneManager::clearScene won't destroy this node nor detach its objects (but may still destroy parent and children nodes if they're not indestructible) when this is true.

Remarks
This function provides trivial setter/getters rather than making mIndestructibleByClearScene public for two reasons:
  1. It's rare called
  2. There's a lot of value in debugging when a node is set to indestructible, which could happen by accident; and would thus leak.

◆ setInheritOrientation()

virtual_l2 void Ogre::Node::setInheritOrientation ( bool  inherit)
inherited

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

Remarks
Orientations, unlike other transforms, are not always inherited by child nodes. Whether or not orientations affect the orientation of the child nodes depends on the setInheritOrientation option of the child. In some cases you want a orientating 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 orientation based on the parent's orientation), 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 orientation). The default is to inherit as with other transforms.
Parameters
inheritIf true, this node's orientation will be affected by its parent's orientation. If false, it will not be affected.

◆ setInheritScale()

virtual_l2 void Ogre::Node::setInheritScale ( bool  inherit)
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 the size 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 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). The default is to inherit as with other transforms.
Parameters
inheritIf true, this node's scale will be affected by its parent's scale. If false, it will not be affected.

◆ setListener()

void Ogre::SceneNode::setListener ( Listener listener)
overridevirtualinherited

Sets a listener for this Node.

Remarks
Note for size and performance reasons only one listener per node is allowed.

Reimplemented from Ogre::Node.

◆ setName()

void Ogre::Node::setName ( const String name)
inlineinherited

Sets a custom name for this node.

Doesn't have to be unique

◆ setOrientation() [1/2]

virtual_l1 void Ogre::Node::setOrientation ( Quaternion  q)
inherited

Sets the orientation of this node via a quaternion.

Remarks
Orientations, unlike other transforms, are not always inherited by child nodes. Whether or not orientations affect the orientation of the child nodes depends on the setInheritOrientation option of the child. In some cases you want a orientating 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 orientation based on the parent's orientation), 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 orientation). The default is to inherit as with other transforms. Don't call this function too often, as we need to convert to SoA
Note that rotations are oriented around the node's origin.

◆ setOrientation() [2/2]

virtual_l1 void Ogre::Node::setOrientation ( Real  w,
Real  x,
Real  y,
Real  z 
)
inherited

Sets the orientation of this node via quaternion parameters.

Remarks
Orientations, unlike other transforms, are not always inherited by child nodes. Whether or not orientations affect the orientation of the child nodes depends on the setInheritOrientation option of the child. In some cases you want a orientating 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 orientation based on the parent's orientation), 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 orientation). The default is to inherit as with other transforms. Don't call this function too often, as we need to convert to SoA
Note that rotations are oriented around the node's origin.

◆ setPosition() [1/2]

virtual_l1 void Ogre::Node::setPosition ( const Vector3 pos)
inherited

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

Remarks
Don't call this function too often, as we need to convert to SoA

◆ setPosition() [2/2]

virtual_l1 void Ogre::Node::setPosition ( Real  x,
Real  y,
Real  z 
)
inherited

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

Remarks
Don't call this function too often, as we need to convert to SoA

◆ setScale() [1/2]

virtual_l1 void Ogre::Node::setScale ( const Vector3 scale)
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 the size 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 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). The default is to inherit as with other transforms. Don't call this function too often, as we need to convert to SoA
Note that like rotations, scalings are oriented around the node's origin.

◆ setScale() [2/2]

virtual_l1 void Ogre::Node::setScale ( Real  x,
Real  y,
Real  z 
)
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 the size 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 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). The default is to inherit as with other transforms. Don't call this function too often, as we need to convert to SoA
Note that like rotations, scalings are oriented around the node's origin.

◆ setStatic()

bool Ogre::SceneNode::setStatic ( bool  bStatic)
overridevirtualinherited

Turns this Node into static or dynamic.

Remarks
Switching between dynamic and static has some overhead and forces to update all static scene when converted to static. So don't do it frequently. Static objects are not updated every frame, only when requested explicitly. Use this feature if you plan to have this object unaltered for a very long times
Changing this attribute to a node will cause to switch the attribute to all attached entities (but not children or parent nodes; it's perfectly valid and useful to have dynamic children of a static parent; although the opposite (static children, dynamic parent) is probably a bug.
Returns
True if setStatic made an actual change. False otherwise. Can fail because the object was already static/dynamic, or because switching is not supported

Reimplemented from Ogre::Node.

◆ setUserAny()

virtual OGRE_DEPRECATED void Ogre::Node::setUserAny ( const Any anything)
inlinevirtualinherited
Deprecated:
use UserObjectBindings::setUserAny via getUserObjectBindings() instead.

Sets any kind of user value on this object.

Remarks
This method allows you to associate any user value you like with this Node. This can be a pointer back to one of your own classes for instance.

◆ setVisible()

virtual void Ogre::SceneNode::setVisible ( bool  visible,
bool  cascade = true 
)
virtualinherited

Makes all objects attached to this node become visible / invisible.

Remarks

This is a shortcut to calling setVisible() on the objects attached to this node, and optionally to all objects attached to child nodes.
Parameters
visibleWhether the objects are to be made visible or invisible
cascadeIf true, this setting cascades into child nodes too.

◆ translate() [1/4]

virtual_l2 void Ogre::Node::translate ( const Matrix3 axes,
const Vector3 move,
TransformSpace  relativeTo = TS_PARENT 
)
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
axesA 3x3 Matrix containing 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.
moveVector relative to the axes above.
relativeToThe space which this transform is relative to.

◆ translate() [2/4]

virtual_l2 void Ogre::Node::translate ( const Matrix3 axes,
Real  x,
Real  y,
Real  z,
TransformSpace  relativeTo = TS_PARENT 
)
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
axesA 3x3 Matrix containing 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.
xThe x translation component relative to the axes above.
yThe y translation component relative to the axes above.
zThe z translation component relative to the axes above.
relativeToThe space which this transform is relative to.

◆ translate() [3/4]

virtual_l2 void Ogre::Node::translate ( const Vector3 d,
TransformSpace  relativeTo = TS_PARENT 
)
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
dVector with x,y,z values representing the translation.
relativeToThe space which this transform is relative to.

◆ translate() [4/4]

virtual_l2 void Ogre::Node::translate ( Real  x,
Real  y,
Real  z,
TransformSpace  relativeTo = TS_PARENT 
)
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
xReal x value representing the translation.
yReal y value representing the translation.
zReal z value representing the translation.
relativeToThe space which this transform is relative to.

◆ updateAllTransforms()

static void Ogre::Node::updateAllTransforms ( const size_t  numNodes,
Transform  t 
)
staticinherited

@See SceneManager::updateAllTransforms()

Remarks
We don't pass by reference on purpose (avoid implicit aliasing)

◆ updateAllTransformsBoneToTag()

static void Ogre::TagPoint::updateAllTransformsBoneToTag ( const size_t  numNodes,
Transform  t 
)
static

@See Node::updateAllTransforms.

This version grabs the parent Bone of a TagPoint, derives the final transform in world space (supporting non-uniform scaling), and decomposes the matrix into derived position/quaternion/scale (the quaternion and scale aren't very useful if the skeleton is actually using non-uniform scaling though)

◆ updateAllTransformsTagOnTag()

static void Ogre::TagPoint::updateAllTransformsTagOnTag ( const size_t  numNodes,
Transform  t 
)
static

@See Node::updateAllTransforms.

This version grabs the parent of a TagPoint, and derives the final transform of another TagPoint, respecting non-uniform scaling.

◆ yaw()

void Ogre::SceneNode::yaw ( const Radian angle,
TransformSpace  relativeTo = TS_LOCAL 
)
inherited

Rotate the node around the Y-axis.

Member Data Documentation

◆ mGlobalIndex

size_t Ogre::Node::mGlobalIndex
inherited

Index in the vector holding this node reference (could be our parent node, or a global array tracking all created nodes to avoid memory leaks).

Used for O(1) removals.

Remarks
It is the parent (or our creator) the one that sets this value, not ourselves. Do NOT modify it manually.

◆ mParentIndex

size_t Ogre::Node::mParentIndex
inherited

Index in the vector holding this node reference (could be our parent node, or a global array tracking all created nodes to avoid memory leaks).

Used for O(1) removals.

Remarks
It is the parent (or our creator) the one that sets this value, not ourselves. Do NOT modify it manually.

The documentation for this class was generated from the following file: