OGRE  1.11.6
Object-Oriented Graphics Rendering Engine
Ogre::SceneNode Class Reference

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

#include <OgreSceneNode.h>

+ Inheritance diagram for Ogre::SceneNode:

Public Types

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

Public Member Functions

 SceneNode (SceneManager *creator)
 Constructor, only to be called by the creator SceneManager. More...
 
 SceneNode (SceneManager *creator, const String &name)
 Constructor, only to be called by the creator SceneManager. More...
 
 ~SceneNode ()
 
void _addBoundingBoxToQueue (RenderQueue *queue)
 Add the bounding box to the rendering queue. More...
 
void _autoTrack (void)
 Internal method used by OGRE to update auto-tracking cameras. More...
 
void _findVisibleObjects (Camera *cam, RenderQueue *queue, VisibleObjectsBoundsInfo *visibleBounds, bool includeChildren=true, bool displayNodes=false, bool onlyShadowCasters=false)
 Internal method which locates any visible objects attached to this node and adds them to the passed in queue. 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 Affine3_getFullTransform (void) const
 Gets the full transformation matrix for this node. More...
 
const AxisAlignedBox_getWorldAABB (void) const
 Gets the axis-aligned bounding box of this node (and hence all subnodes). More...
 
void _notifyRootNode (void)
 Notifies this SceneNode that it is the root scene node. 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...
 
void _update (bool updateChildren, bool parentHasChanged)
 Internal method to update the Node. More...
 
virtual void _updateBounds (void)
 Tells the SceneNode to update the world bound info it stores. More...
 
void addChild (Node *child)
 Adds a (precreated) child scene node to this node. More...
 
virtual void attachObject (MovableObject *obj)
 Adds an instance of a scene object 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...
 
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...
 
virtual SceneNodecreateChildSceneNode (const Vector3 &translate=Vector3::ZERO, const Quaternion &rotate=Quaternion::IDENTITY)
 Creates an unnamed new SceneNode as a child of this node. More...
 
virtual SceneNodecreateChildSceneNode (const String &name, const Vector3 &translate=Vector3::ZERO, const Quaternion &rotate=Quaternion::IDENTITY)
 Creates a new named SceneNode as a child of this node. More...
 
virtual void detachAllObjects (void)
 Detaches all objects attached to this node. More...
 
virtual MovableObjectdetachObject (unsigned short index)
 Detaches the indexed object from this scene node. More...
 
virtual void detachObject (MovableObject *obj)
 Detaches an object by pointer. More...
 
virtual MovableObjectdetachObject (const String &name)
 Detaches the named object from this node and returns a pointer to it. More...
 
void findLights (LightList &destList, Real radius, uint32 lightMask=0xFFFFFFFF) const
 Allows retrieval of the nearest lights to the centre of this SceneNode. More...
 
void flipVisibility (bool cascade=true)
 Inverts the visibility of all objects attached to this node. More...
 
MovableObjectgetAttachedObject (unsigned short index)
 Retrieves a pointer to an attached object. More...
 
MovableObjectgetAttachedObject (const String &name)
 Retrieves a pointer to an attached object. More...
 
ObjectIterator getAttachedObjectIterator (void)
 
ConstObjectIterator getAttachedObjectIterator (void) const
 
const ObjectMapgetAttachedObjects () const
 The MovableObjects attached to this node. More...
 
const Vector3getAutoTrackLocalDirection (void)
 Get the auto tracking local direction for this node, if it is auto tracking. More...
 
const Vector3getAutoTrackOffset (void)
 Get the auto tracking offset for this node, if the node is auto tracking. More...
 
SceneNodegetAutoTrackTarget (void)
 Get the auto tracking target for this node, if any. 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)
 
ConstChildNodeIterator getChildIterator (void) const
 
const ChildNodeMapgetChildren () const
 List of sub-nodes of this Node. More...
 
SceneManagergetCreator (void) const
 Gets the creator of this scene node. More...
 
DebugRenderablegetDebugRenderable ()
 As Node::getDebugRenderable, except scaling is automatically determined. More...
 
DebugRenderablegetDebugRenderable (Real scaling)
 Get a debug renderable for rendering the Node. 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...
 
SceneNodegetParentSceneNode (void) const
 Gets the parent of this SceneNode. 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...
 
bool getShowBoundingBox () const
 This allows scene managers to determine if the node's bounding box should be added to the rendering queue. 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...
 
void hideBoundingBox (bool bHide)
 Allows the overriding of the node's bounding box over the SceneManager's bounding box setting. More...
 
bool isInSceneGraph (void) const
 Determines whether this node is in the scene graph, i.e. More...
 
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...
 
virtual void needUpdate (bool forceParentUpdate=false)
 To be called in the event of transform changes to this node that require it's recalculation. More...
 
unsigned short numAttachedObjects (void) const
 Reports the number of objects attached to this node. More...
 
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...
 
void removeAndDestroyAllChildren (void)
 Removes and destroys all children of this node. More...
 
void removeAndDestroyChild (const String &name)
 This method removes and destroys the named child and all of its children. More...
 
void removeAndDestroyChild (unsigned short index)
 
void removeAndDestroyChild (SceneNode *child)
 
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 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 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...
 
void setDebugDisplayEnabled (bool enabled, bool cascade=true)
 Tells all objects attached to this node whether to display their debug information or not. More...
 
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 setDirection (const Vector3 &vec, TransformSpace relativeTo=TS_LOCAL, const Vector3 &localDirectionVector=Vector3::NEGATIVE_UNIT_Z)
 
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 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 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 setVisible (bool visible, bool cascade=true)
 Makes all objects attached to this node become visible / invisible. More...
 
void showBoundingBox (bool bShow)
 Allows the showing of the node's bounding box. More...
 
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)
 
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...
 

Friends

class SceneManager
 

Detailed Description

Class representing a node in the scene graph.

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

Member Typedef Documentation

◆ ObjectMap

◆ ObjectIterator

◆ ConstObjectIterator

◆ ChildNodeMap

typedef std::vector<Node*> 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

◆ SceneNode() [1/2]

Ogre::SceneNode::SceneNode ( SceneManager creator)

Constructor, only to be called by the creator SceneManager.

Remarks
Creates a node with a generated name.

◆ SceneNode() [2/2]

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

Constructor, only to be called by the creator SceneManager.

Remarks
Creates a node with a specified name.

◆ ~SceneNode()

Ogre::SceneNode::~SceneNode ( )

Member Function Documentation

◆ attachObject()

virtual void Ogre::SceneNode::attachObject ( MovableObject obj)
virtual

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.

◆ numAttachedObjects()

unsigned short Ogre::SceneNode::numAttachedObjects ( void  ) const

Reports the number of objects attached to this node.

Deprecated:
use getAttachedObjects()

◆ getAttachedObject() [1/2]

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

Retrieves a pointer to an attached object.

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

◆ getAttachedObject() [2/2]

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

Retrieves a pointer to an attached object.

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

◆ detachObject() [1/3]

virtual MovableObject* Ogre::SceneNode::detachObject ( unsigned short  index)
virtual

Detaches the indexed object from this scene node.

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

Reimplemented in Ogre::BspSceneNode.

◆ detachObject() [2/3]

virtual void Ogre::SceneNode::detachObject ( MovableObject obj)
virtual

Detaches an object by pointer.

◆ detachObject() [3/3]

virtual MovableObject* Ogre::SceneNode::detachObject ( const String name)
virtual

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

Reimplemented in Ogre::BspSceneNode.

◆ detachAllObjects()

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

Detaches all objects attached to this node.

Reimplemented in Ogre::BspSceneNode.

◆ isInSceneGraph()

bool Ogre::SceneNode::isInSceneGraph ( void  ) const
inline

Determines whether this node is in the scene graph, i.e.

whether it's ultimate ancestor is the root scene node.

◆ _notifyRootNode()

void Ogre::SceneNode::_notifyRootNode ( void  )
inline

Notifies this SceneNode that it is the root scene node.

Remarks
Only SceneManager should call this!

◆ _update()

void Ogre::SceneNode::_update ( bool  updateChildren,
bool  parentHasChanged 
)
virtual

Internal method to update the Node.

Note
Updates this scene node and any relevant children to incorporate transforms etc. Don't call this yourself unless you are writing a SceneManager implementation.
Parameters
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 from Ogre::Node.

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

◆ _updateBounds()

virtual void Ogre::SceneNode::_updateBounds ( void  )
virtual

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

◆ _findVisibleObjects()

void Ogre::SceneNode::_findVisibleObjects ( Camera cam,
RenderQueue queue,
VisibleObjectsBoundsInfo visibleBounds,
bool  includeChildren = true,
bool  displayNodes = false,
bool  onlyShadowCasters = false 
)

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

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

◆ _getWorldAABB()

const AxisAlignedBox& Ogre::SceneNode::_getWorldAABB ( void  ) const
inline

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

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

◆ getAttachedObjectIterator() [1/2]

ObjectIterator Ogre::SceneNode::getAttachedObjectIterator ( void  )
inline

◆ getAttachedObjectIterator() [2/2]

ConstObjectIterator Ogre::SceneNode::getAttachedObjectIterator ( void  ) const
inline

◆ getAttachedObjects()

const ObjectMap& Ogre::SceneNode::getAttachedObjects ( ) const
inline

The MovableObjects attached to this node.

This is a much faster way to go through all the objects attached to the node than using getAttachedObject.

◆ getCreator()

SceneManager* Ogre::SceneNode::getCreator ( void  ) const
inline

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.

◆ removeAndDestroyChild() [1/3]

void Ogre::SceneNode::removeAndDestroyChild ( const String name)

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

Remarks
Unlike removeChild, which removes a single named child from this node but does not destroy it, this method destroys the child and all of it's children.
Use this if you wish to recursively destroy a node as well as detaching it from it's parent. Note that any objects attached to the nodes will be detached but will not themselves be destroyed.

◆ removeAndDestroyChild() [2/3]

void Ogre::SceneNode::removeAndDestroyChild ( unsigned short  index)

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

◆ removeAndDestroyChild() [3/3]

void Ogre::SceneNode::removeAndDestroyChild ( SceneNode child)

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

◆ removeAndDestroyAllChildren()

void Ogre::SceneNode::removeAndDestroyAllChildren ( void  )

Removes and destroys all children of this node.

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

◆ showBoundingBox()

void Ogre::SceneNode::showBoundingBox ( bool  bShow)
inline

Allows the showing of the node's bounding box.

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

◆ hideBoundingBox()

void Ogre::SceneNode::hideBoundingBox ( bool  bHide)
inline

Allows the overriding of the node's bounding box over the SceneManager's bounding box setting.

Remarks
Use this to override the bounding box setting of the node.

◆ _addBoundingBoxToQueue()

void Ogre::SceneNode::_addBoundingBoxToQueue ( RenderQueue queue)

Add the bounding box to the rendering queue.

◆ getShowBoundingBox()

bool Ogre::SceneNode::getShowBoundingBox ( ) const
inline

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

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

References Ogre::Quaternion::IDENTITY.

◆ createChildSceneNode() [1/2]

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

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

Reimplemented in Ogre::PCZSceneNode.

◆ createChildSceneNode() [2/2]

virtual SceneNode* Ogre::SceneNode::createChildSceneNode ( const String name,
const Vector3 translate = Vector3::ZERO,
const Quaternion rotate = Quaternion::IDENTITY 
)
virtual

Creates a new named SceneNode 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

Reimplemented in Ogre::PCZSceneNode.

◆ findLights()

void Ogre::SceneNode::findLights ( LightList destList,
Real  radius,
uint32  lightMask = 0xFFFFFFFF 
) const

Allows retrieval of the nearest lights to the centre of this SceneNode.

Remarks
This method allows a list of lights, ordered by proximity to the centre of this SceneNode, to be retrieved. Can be useful when implementing MovableObject::queryLights and Renderable::getLights.
Note that only lights could be affecting the frustum will take into account, which cached in scene manager.
See also
SceneManager::_getLightsAffectingFrustum
SceneManager::_populateLightList
Parameters
destListList to be populated with ordered set of lights; will be cleared by this method before population.
radiusParameter to specify lights intersecting a given radius of this SceneNode's centre.
lightMaskThe mask with which to include / exclude lights

◆ setFixedYawAxis()

void Ogre::SceneNode::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.

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.

◆ yaw()

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

Rotate the node around the Y-axis.

Reimplemented from Ogre::Node.

◆ setDirection() [1/2]

void Ogre::SceneNode::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.

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

◆ setDirection() [2/2]

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

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

◆ lookAt()

void Ogre::SceneNode::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.

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

◆ setAutoTracking()

void Ogre::SceneNode::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.

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.

◆ getAutoTrackTarget()

SceneNode* Ogre::SceneNode::getAutoTrackTarget ( void  )
inline

Get the auto tracking target for this node, if any.

◆ getAutoTrackOffset()

const Vector3& Ogre::SceneNode::getAutoTrackOffset ( void  )
inline

Get the auto tracking offset for this node, if the node is auto tracking.

◆ getAutoTrackLocalDirection()

const Vector3& Ogre::SceneNode::getAutoTrackLocalDirection ( void  )
inline

Get the auto tracking local direction for this node, if it is auto tracking.

References Ogre::Node::getDebugRenderable().

◆ _autoTrack()

void Ogre::SceneNode::_autoTrack ( void  )

Internal method used by OGRE to update auto-tracking cameras.

◆ getParentSceneNode()

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

Gets the parent of this SceneNode.

◆ setVisible()

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

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.

◆ flipVisibility()

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

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.

◆ setDebugDisplayEnabled()

void Ogre::SceneNode::setDebugDisplayEnabled ( bool  enabled,
bool  cascade = true 
)

Tells all objects attached to this node whether to display their debug information or not.

Remarks
This is a shortcut to calling setDebugDisplayEnabled() on the objects attached to this node, and optionally to all objects attached to child nodes.
Parameters
enabledWhether the objects are to display debug info or not
cascadeIf true, this setting cascades into child nodes too.

◆ getDebugRenderable() [1/2]

DebugRenderable* Ogre::SceneNode::getDebugRenderable ( )

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

◆ 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.

◆ 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.

◆ 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() [1/2]

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() [2/2]

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

◆ getChildIterator() [2/2]

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

◆ 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 Affine3& 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.

◆ 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.

◆ needUpdate()

virtual void Ogre::Node::needUpdate ( bool  forceParentUpdate = false)
virtualinherited

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

Remarks
This not only tags the node state as being 'dirty', it also requests it's parent to know about it's dirtiness so it will get an update next time.
Parameters
forceParentUpdateEven if the node thinks it has already told it's parent, tell it anyway

Reimplemented in Ogre::Bone, and Ogre::TagPoint.

◆ 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() [2/2]

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

Get a debug renderable for rendering the Node.

Referenced by 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.

Friends And Related Function Documentation

◆ SceneManager

friend class SceneManager
friend

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