OGRE  1.10.12
Object-Oriented Graphics Rendering Engine
Ogre::Bone Class Reference

A bone in a skeleton. More...

#include <OgreBone.h>

+ Inheritance diagram for Ogre::Bone:

Public Types

typedef VectorIterator< ChildNodeMapChildNodeIterator
 
typedef vector< Node * >::type ChildNodeMap
 
typedef ConstVectorIterator< ChildNodeMapConstChildNodeIterator
 
enum  TransformSpace { TS_LOCAL, TS_PARENT, TS_WORLD }
 Enumeration denoting the spaces which a transform can be relative to. More...
 

Public Member Functions

 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 ()
 
const Quaternion_getBindingPoseInverseOrientation (void) const
 Gets the inverted binding pose orientation. More...
 
const Vector3_getBindingPoseInversePosition (void) const
 Gets the inverted binding pose position. More...
 
const Vector3_getBindingPoseInverseScale (void) const
 Gets the inverted binding pose scale. More...
 
const Quaternion_getDerivedOrientation (void) const
 Gets the orientation of the node as derived from all parents. More...
 
const Vector3_getDerivedPosition (void) const
 Gets the position of the node as derived from all parents. More...
 
const Vector3_getDerivedScale (void) const
 Gets the scaling factor of the node as derived from all parents. More...
 
const Matrix4_getFullTransform (void) const
 Gets the full transformation matrix for this node. More...
 
void _getOffsetTransform (Matrix4 &m) const
 Gets the transform which takes bone space to current from the binding pose. More...
 
void _setDerivedOrientation (const Quaternion &q)
 Sets the final world orientation of the node directly. More...
 
void _setDerivedPosition (const Vector3 &pos)
 Sets the final world position of the node directly. More...
 
virtual void _update (bool updateChildren, bool parentHasChanged)
 Internal method to update the Node. More...
 
void addChild (Node *child)
 Adds a (precreated) child scene node to this node. More...
 
void cancelUpdate (Node *child)
 Called by children to notify their parent that they no longer need an update. More...
 
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...
 
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...
 
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 convertWorldToLocalDirection (const Vector3 &worldDir, bool useScale)
 Gets the local direction, relative to this node, of the given world-space direction. More...
 
Quaternion convertWorldToLocalOrientation (const Quaternion &worldOrientation)
 Gets the local orientation, relative to this node, of the given world-space orientation. More...
 
Vector3 convertWorldToLocalPosition (const Vector3 &worldPos)
 Gets the local position, relative to this node, of the given world-space position. More...
 
BonecreateChild (unsigned short handle, const Vector3 &translate=Vector3::ZERO, const Quaternion &rotate=Quaternion::IDENTITY)
 Creates a new Bone as a child of this bone. More...
 
virtual NodecreateChild (const Vector3 &translate=Vector3::ZERO, const Quaternion &rotate=Quaternion::IDENTITY)
 Creates an unnamed new Node as a child of this node. More...
 
virtual NodecreateChild (const String &name, const Vector3 &translate=Vector3::ZERO, const Quaternion &rotate=Quaternion::IDENTITY)
 Creates a new named Node as a child of this node. More...
 
NodegetChild (unsigned short index) const
 Gets a pointer to a child node. 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...
 
ConstChildNodeIterator getChildIterator (void) const
 
const ChildNodeMapgetChildren () const
 List of sub-nodes of this Node. More...
 
DebugRenderablegetDebugRenderable (Real scaling)
 Get a debug renderable for rendering the Node. More...
 
unsigned short getHandle (void) const
 Gets the numeric handle for this bone (unique within the skeleton). More...
 
bool getInheritOrientation (void) const
 Returns true if this node is affected by orientation applied to the parent node. More...
 
bool getInheritScale (void) const
 Returns true if this node is affected by scaling factors applied to the parent node. More...
 
const QuaterniongetInitialOrientation (void) const
 Gets the initial orientation of this node, see setInitialState for more info. More...
 
const Vector3getInitialPosition (void) const
 Gets the initial position of this node, see setInitialState for more info. More...
 
const Vector3getInitialScale (void) const
 Gets the initial position of this node, see setInitialState for more info. More...
 
ListenergetListener (void) const
 Gets the current listener for this Node. More...
 
Matrix3 getLocalAxes (void) const
 Gets a matrix whose columns are the local axes based on the nodes orientation relative to it's parent. More...
 
const StringgetName (void) const
 Returns the name of the node. More...
 
const QuaterniongetOrientation () const
 Returns a quaternion representing the nodes orientation. More...
 
NodegetParent (void) const
 Gets this node's parent (NULL if this is the root). More...
 
const Vector3getPosition (void) const
 Gets the position of the node relative to it's parent. More...
 
const Vector3getScale (void) const
 Gets the scaling factor of this node. More...
 
Real getSquaredViewDepth (const Camera *cam) const
 Helper function, get the squared view depth. More...
 
const AnygetUserAny (void) 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 isManuallyControlled () const
 Getter for mManuallyControlled Flag. More...
 
void needUpdate (bool forceParentUpdate=false)
 
uint16 numChildren (void) const
 Reports the number of child nodes under this one. More...
 
virtual void pitch (const Radian &angle, TransformSpace relativeTo=TS_LOCAL)
 Rotate the node around the X-axis. More...
 
virtual void removeAllChildren (void)
 Removes all child Nodes attached to this node. More...
 
virtual NoderemoveChild (unsigned short index)
 Drops the specified child from this node. More...
 
virtual NoderemoveChild (Node *child)
 
virtual NoderemoveChild (const String &name)
 Drops the named child from this node. More...
 
void requestUpdate (Node *child, bool forceParentUpdate=false)
 Called by children to notify their parent that they need an update. More...
 
void reset (void)
 Resets the position and orientation of this Bone to the original binding position. More...
 
void resetOrientation (void)
 Resets the nodes orientation (local axes as world axes, no rotation). More...
 
void resetToInitialState (void)
 Resets the position / orientation / scale of this node to it's initial state, see setInitialState for more info. More...
 
virtual void roll (const Radian &angle, TransformSpace relativeTo=TS_LOCAL)
 Rotate the node around the Z-axis. More...
 
void rotate (const Vector3 &axis, const Radian &angle, TransformSpace relativeTo=TS_LOCAL)
 Rotate the node around an arbitrary axis. More...
 
void rotate (const Quaternion &q, TransformSpace relativeTo=TS_LOCAL)
 Rotate the node around an aritrary axis using a Quarternion. More...
 
void scale (const Vector3 &scale)
 Scales the node, combining it's current scale with the passed in scaling factor. More...
 
void scale (Real x, Real y, Real z)
 
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 setInheritOrientation (bool inherit)
 Tells the node whether it should inherit orientation from it's parent node. More...
 
void setInheritScale (bool inherit)
 Tells the node whether it should inherit scaling factors from it's parent node. More...
 
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...
 
void setListener (Listener *listener)
 Sets a listener for this Node. More...
 
void setManuallyControlled (bool manuallyControlled)
 Sets whether or not this bone is manually controlled. More...
 
void setOrientation (const Quaternion &q)
 Sets the orientation of this node via a quaternion. More...
 
void setOrientation (Real w, Real x, Real y, Real z)
 
void setPosition (const Vector3 &pos)
 Sets the position of the node relative to it's parent. More...
 
void setPosition (Real x, Real y, Real z)
 
void setScale (const Vector3 &scale)
 Sets the scaling factor applied to this node. More...
 
void setScale (Real x, Real y, Real z)
 
void setUserAny (const Any &anything)
 
void translate (const Vector3 &d, TransformSpace relativeTo=TS_PARENT)
 Moves the node along the Cartesian axes. More...
 
void translate (Real x, Real y, Real z, TransformSpace relativeTo=TS_PARENT)
 
void translate (const Matrix3 &axes, const Vector3 &move, TransformSpace relativeTo=TS_PARENT)
 Moves the node along arbitrary axes. More...
 
void translate (const Matrix3 &axes, Real x, Real y, Real z, TransformSpace relativeTo=TS_PARENT)
 
virtual void yaw (const Radian &angle, TransformSpace relativeTo=TS_LOCAL)
 Rotate the node around the Y-axis. More...
 

Static Public Member Functions

static void processQueuedUpdates (void)
 Process queued 'needUpdate' calls. More...
 
static void queueNeedUpdate (Node *n)
 Queue a 'needUpdate' call to a node safely. 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

◆ ChildNodeMap

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

◆ ChildNodeIterator

◆ ConstChildNodeIterator

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

◆ Bone() [1/2]

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

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

◆ Bone() [2/2]

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

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

◆ ~Bone()

Ogre::Bone::~Bone ( )

Member Function Documentation

◆ createChild() [1/3]

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
handleThe numeric handle to give the new bone; must be unique within the Skeleton.
translateInitial translation offset of child relative to parent
rotateInitial rotation relative to parent

◆ getHandle()

unsigned short Ogre::Bone::getHandle ( void  ) const

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

◆ setBindingPose()

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.

◆ reset()

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.

◆ setManuallyControlled()

void Ogre::Bone::setManuallyControlled ( bool  manuallyControlled)

Sets whether or not this bone is manually controlled.

Remarks
Manually controlled bones can be altered by the application at runtime, and their positions will not be reset by the animation routines. Note that you should also make sure that there are no AnimationTrack objects referencing this bone, or if there are, you should disable them using pAnimation->destroyTrack(pBone->getHandle());
You can also use AnimationState::setBlendMask to mask out animation from chosen tracks if you want to prevent application of a scripted animation to a bone without altering the Animation definition.

◆ isManuallyControlled()

bool Ogre::Bone::isManuallyControlled ( ) const

Getter for mManuallyControlled Flag.

◆ _getOffsetTransform()

void Ogre::Bone::_getOffsetTransform ( Matrix4 m) const

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

Remarks
Internal use only.

◆ _getBindingPoseInverseScale()

const Vector3& Ogre::Bone::_getBindingPoseInverseScale ( void  ) const
inline

Gets the inverted binding pose scale.

◆ _getBindingPoseInversePosition()

const Vector3& Ogre::Bone::_getBindingPoseInversePosition ( void  ) const
inline

Gets the inverted binding pose position.

◆ _getBindingPoseInverseOrientation()

const Quaternion& Ogre::Bone::_getBindingPoseInverseOrientation ( void  ) const
inline

Gets the inverted binding pose orientation.

◆ needUpdate()

void Ogre::Bone::needUpdate ( bool  forceParentUpdate = false)
virtual
See also
Node::needUpdate

Reimplemented from Ogre::Node.

Reimplemented in Ogre::TagPoint.

◆ getName()

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

Returns the name of the node.

◆ getParent()

Node* Ogre::Node::getParent ( void  ) const
inlineinherited

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

◆ getOrientation()

const Quaternion& Ogre::Node::getOrientation ( ) const
inlineinherited

Returns a quaternion representing the nodes orientation.

◆ setOrientation() [1/2]

void Ogre::Node::setOrientation ( const 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.
Note that rotations are oriented around the node's origin.

◆ setOrientation() [2/2]

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

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

◆ resetOrientation()

void Ogre::Node::resetOrientation ( void  )
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.

◆ setPosition() [1/2]

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

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

◆ setPosition() [2/2]

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

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

◆ getPosition()

const Vector3& Ogre::Node::getPosition ( void  ) const
inlineinherited

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

◆ setScale() [1/2]

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

◆ setScale() [2/2]

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

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

◆ getScale()

const Vector3& Ogre::Node::getScale ( void  ) const
inlineinherited

Gets the scaling factor of this node.

◆ setInheritOrientation()

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.

◆ getInheritOrientation()

bool Ogre::Node::getInheritOrientation ( void  ) const
inlineinherited

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.

◆ setInheritScale()

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.

◆ getInheritScale()

bool Ogre::Node::getInheritScale ( void  ) const
inlineinherited

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

Remarks
See setInheritScale for more info.

References Ogre::Quaternion::IDENTITY, and Ogre::Vector3::ZERO.

◆ scale() [1/2]

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]

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

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

◆ translate() [1/4]

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() [2/4]

void Ogre::Node::translate ( Real  x,
Real  y,
Real  z,
TransformSpace  relativeTo = TS_PARENT 
)
inherited

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

◆ translate() [3/4]

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() [4/4]

void Ogre::Node::translate ( const Matrix3 axes,
Real  x,
Real  y,
Real  z,
TransformSpace  relativeTo = TS_PARENT 
)
inherited

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

◆ roll()

virtual void Ogre::Node::roll ( const Radian angle,
TransformSpace  relativeTo = TS_LOCAL 
)
virtualinherited

Rotate the node around the Z-axis.

◆ pitch()

virtual void Ogre::Node::pitch ( const Radian angle,
TransformSpace  relativeTo = TS_LOCAL 
)
virtualinherited

Rotate the node around the X-axis.

◆ yaw()

virtual void Ogre::Node::yaw ( const Radian angle,
TransformSpace  relativeTo = TS_LOCAL 
)
virtualinherited

Rotate the node around the Y-axis.

Reimplemented in Ogre::SceneNode.

◆ rotate() [1/2]

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

Rotate the node around an arbitrary axis.

◆ rotate() [2/2]

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

Rotate the node around an aritrary axis using a Quarternion.

◆ getLocalAxes()

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

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

◆ createChild() [2/3]

virtual Node* Ogre::Node::createChild ( 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

◆ createChild() [3/3]

virtual Node* Ogre::Node::createChild ( const String name,
const Vector3 translate = Vector3::ZERO,
const Quaternion rotate = Quaternion::IDENTITY 
)
virtualinherited

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

Remarks
This creates a child node with a given name, which allows you to look the node up from the parent which holds this collection of nodes.
Parameters
translateInitial translation offset of child relative to parent
rotateInitial rotation relative to parent

◆ 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

◆ numChildren()

uint16 Ogre::Node::numChildren ( void  ) const
inlineinherited

Reports the number of child nodes under this one.

Deprecated:
use getChildren()

◆ getChild() [1/2]

Node* Ogre::Node::getChild ( unsigned short  index) const
inherited

Gets a pointer to a child node.

Remarks
There is an alternate getChild method which returns a named child.
Deprecated:
use getChildren()

◆ getChild() [2/2]

Node* Ogre::Node::getChild ( const String name) const
inherited

Gets a pointer to a named child node.

◆ getChildIterator() [1/2]

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.
Deprecated:
use getChildren()

◆ getChildIterator() [2/2]

ConstChildNodeIterator Ogre::Node::getChildIterator ( void  ) const
inherited

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

◆ getChildren()

const ChildNodeMap& Ogre::Node::getChildren ( ) const
inlineinherited

List of sub-nodes of this Node.

◆ removeChild() [1/3]

virtual Node* Ogre::Node::removeChild ( unsigned short  index)
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. There is also an alternate version which drops a named child from this node.

Reimplemented in Ogre::OctreeNode.

◆ removeChild() [2/3]

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

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

Reimplemented in Ogre::OctreeNode.

◆ removeChild() [3/3]

virtual Node* Ogre::Node::removeChild ( const String name)
virtualinherited

Drops the named child from this node.

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

Reimplemented in Ogre::OctreeNode.

◆ removeAllChildren()

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

Reimplemented in Ogre::OctreeNode.

◆ _setDerivedPosition()

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

◆ _setDerivedOrientation()

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.

◆ _getDerivedOrientation()

const Quaternion& Ogre::Node::_getDerivedOrientation ( void  ) const
inherited

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

◆ _getDerivedPosition()

const Vector3& Ogre::Node::_getDerivedPosition ( void  ) const
inherited

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

◆ _getDerivedScale()

const Vector3& Ogre::Node::_getDerivedScale ( void  ) const
inherited

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

◆ _getFullTransform()

const Matrix4& Ogre::Node::_getFullTransform ( void  ) const
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.

◆ _update()

virtual void Ogre::Node::_update ( bool  updateChildren,
bool  parentHasChanged 
)
virtualinherited

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
updateChildrenIf 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.
parentHasChangedThis flag indicates that the parent transform has changed, so the child should retrieve the parent's transform and combine it with its own even if it hasn't changed itself.

Reimplemented in Ogre::SceneNode, Ogre::PCZSceneNode, and Ogre::BspSceneNode.

◆ setListener()

void Ogre::Node::setListener ( Listener listener)
inlineinherited

Sets a listener for this Node.

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

◆ getListener()

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

Gets the current listener for this Node.

◆ setInitialState()

void Ogre::Node::setInitialState ( void  )
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.

◆ resetToInitialState()

void Ogre::Node::resetToInitialState ( void  )
inherited

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

◆ getInitialPosition()

const Vector3& Ogre::Node::getInitialPosition ( void  ) const
inlineinherited

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

Remarks
Also resets the cumulative animation weight used for blending.

◆ convertWorldToLocalPosition()

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

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

◆ convertLocalToWorldPosition()

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.

◆ convertWorldToLocalDirection()

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

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

◆ convertLocalToWorldDirection()

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.

◆ convertWorldToLocalOrientation()

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

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

◆ convertLocalToWorldOrientation()

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.

◆ getInitialOrientation()

const Quaternion& Ogre::Node::getInitialOrientation ( void  ) const
inlineinherited

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

◆ getInitialScale()

const Vector3& Ogre::Node::getInitialScale ( void  ) const
inlineinherited

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

◆ getSquaredViewDepth()

Real Ogre::Node::getSquaredViewDepth ( const Camera cam) const
inherited

Helper function, get the squared view depth.

◆ requestUpdate()

void Ogre::Node::requestUpdate ( Node child,
bool  forceParentUpdate = false 
)
inherited

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

Parameters
forceParentUpdateEven if the node thinks it has already told it's parent, tell it anyway

◆ cancelUpdate()

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

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

◆ getDebugRenderable()

DebugRenderable* Ogre::Node::getDebugRenderable ( Real  scaling)
inherited

Get a debug renderable for rendering the Node.

Referenced by Ogre::SceneNode::getAutoTrackLocalDirection().

◆ queueNeedUpdate()

static void Ogre::Node::queueNeedUpdate ( Node n)
staticinherited

Queue a 'needUpdate' call to a node safely.

Remarks
You can't call needUpdate() during the scene graph update, e.g. in response to a Node::Listener hook, because the graph is already being updated, and update flag changes cannot be made reliably in that context. Call this method if you need to queue a needUpdate call in this case.

◆ processQueuedUpdates()

static void Ogre::Node::processQueuedUpdates ( void  )
staticinherited

Process queued 'needUpdate' calls.

◆ setUserAny()

void Ogre::Node::setUserAny ( const Any anything)
inlineinherited
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.

◆ getUserAny()

const Any& Ogre::Node::getUserAny ( void  ) const
inlineinherited
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.

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