OGRE  13.6
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 ConstVectorIterator< ObjectMapConstObjectIterator
 
typedef VectorIterator< ObjectMapObjectIterator
 
typedef std::vector< MovableObject * > ObjectMap
 
- Public Types inherited from Ogre::Node
typedef VectorIterator< ChildNodeMapChildNodeIterator
 
typedef std::vector< Node * > 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

 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 _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 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 _update (bool updateChildren, bool parentHasChanged) override
 Internal method to update the Node. More...
 
virtual void _updateBounds (void)
 Tells the SceneNode to update the world bound info it stores. More...
 
virtual void attachObject (MovableObject *obj)
 Adds an instance of a scene object to 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 SceneNodecreateChildSceneNode (const Vector3 &translate=Vector3::ZERO, const Quaternion &rotate=Quaternion::IDENTITY)
 Creates an unnamed new SceneNode as a child of this node. More...
 
virtual void detachAllObjects (void)
 Detaches all objects attached to this node. More...
 
virtual MovableObjectdetachObject (const String &name)
 Detaches the named object from this node and returns a pointer to it. More...
 
virtual void detachObject (MovableObject *obj)
 Detaches an object by pointer. More...
 
virtual MovableObjectdetachObject (unsigned short index)
 Detaches the indexed object from this scene node. 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) const
 Inverts the visibility of all objects attached to this node. More...
 
MovableObjectgetAttachedObject (const String &name) const
 Retrieves a pointer to an attached object by name. More...
 
MovableObjectgetAttachedObject (size_t index) const
 Retrieves a pointer to an attached object by index. More...
 
ObjectIterator getAttachedObjectIterator (void)
 
ConstObjectIterator getAttachedObjectIterator (void) const
 
const ObjectMapgetAttachedObjects () const
 The MovableObjects attached to this node. More...
 
const Vector3getAutoTrackLocalDirection (void) const
 Get the auto tracking local direction for this node, if it is auto tracking. More...
 
const Vector3getAutoTrackOffset (void) const
 Get the auto tracking offset for this node, if the node is auto tracking. More...
 
SceneNodegetAutoTrackTarget (void) const
 Get the auto tracking target for this node, if any. More...
 
SceneManagergetCreator (void) const
 Gets the creator of this scene node. More...
 
SceneNodegetParentSceneNode (void) const
 Gets the parent of this SceneNode. More...
 
bool getShowBoundingBox () const
 This allows scene managers to determine if the node's bounding box should be added to the rendering queue. More...
 
bool isInSceneGraph (void) const
 Determines whether this node is in the scene graph, i.e. More...
 
void loadChildren (const String &filename)
 Load a scene from a file as children of this node. 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...
 
size_t numAttachedObjects (void) const
 Reports the number of objects 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 (SceneNode *child)
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
 
void 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. More...
 
void saveChildren (const String &filename)
 Save the scene hierarchy starting at this node to file. More...
 
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) const
 Tells all objects attached to this node whether to display their debug information or not. More...
 
void setDirection (const Vector3 &vec, TransformSpace relativeTo=TS_PARENT, 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. More...
 
void setDirection (Real x, Real y, Real z, TransformSpace relativeTo=TS_PARENT, 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 setVisible (bool visible, bool cascade=true) const
 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 yaw (const Radian &angle, TransformSpace relativeTo=TS_LOCAL) override
 Rotate the node around the Y-axis. More...
 
- Public Member Functions inherited from Ogre::Node
 Node ()
 Constructor, should only be called by parent, not directly. More...
 
 Node (const String &name)
 Constructor, should only be called by parent, not directly. More...
 
virtual ~Node ()
 
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...
 
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 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...
 
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 NodecreateChild (const Vector3 &translate=Vector3::ZERO, const Quaternion &rotate=Quaternion::IDENTITY)
 Creates an unnamed new Node as a child of this node. More...
 
NodegetChild (const String &name) const
 Gets a pointer to a named child node. More...
 
NodegetChild (unsigned short index) const
 Gets a pointer to a child node. More...
 
ChildNodeIterator getChildIterator (void)
 
ConstChildNodeIterator getChildIterator (void) const
 
const ChildNodeMapgetChildren () const
 List of sub-nodes of this 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...
 
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 ()
 Class that provides convenient interface to establish a linkage between custom user application objects and Ogre core classes. More...
 
const UserObjectBindingsgetUserObjectBindings () const
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. 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...
 
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 (const String &name)
 Drops the named child from this node. More...
 
virtual NoderemoveChild (Node *child)
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
 
virtual NoderemoveChild (unsigned short index)
 Drops the specified 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 Quaternion &q, TransformSpace relativeTo=TS_LOCAL)
 Rotate the node around an arbitrary axis using a Quarternion. More...
 
void rotate (const Vector3 &axis, const Radian &angle, TransformSpace relativeTo=TS_LOCAL)
 Rotate the node around an arbitrary axis. 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)
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. 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)
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
 
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)
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
 
void setScale (const Vector3 &scale)
 Sets the scaling factor applied to this node. More...
 
void setScale (Real x, Real y, Real z)
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
 
void setUserAny (const Any &anything)
 
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)
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. 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)
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
 

Additional Inherited Members

- Static Public Member Functions inherited from Ogre::Node
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

Class representing a node in the scene graph.

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

Constructor & Destructor Documentation

◆ SceneNode() [1/2]

Ogre::SceneNode::SceneNode ( SceneManager creator)

Constructor, only to be called by the creator SceneManager.

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.

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.

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

◆ numAttachedObjects()

size_t Ogre::SceneNode::numAttachedObjects ( void  ) const
inline

Reports the number of objects attached to this node.

◆ getAttachedObject() [1/2]

MovableObject* Ogre::SceneNode::getAttachedObject ( size_t  index) const
inline

Retrieves a pointer to an attached object by index.

Note
The index of an object may change as other objects are added / removed.

◆ getAttachedObject() [2/2]

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

Retrieves a pointer to an attached object by name.

◆ detachObject() [1/3]

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

Detaches the indexed object from this scene node.

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.

Only SceneManager should call this!

◆ _update()

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

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.

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.
onlyShadowCasters

◆ _getWorldAABB()

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

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

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  )

◆ getAttachedObjectIterator() [2/2]

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

◆ 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.

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.

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.

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.

◆ loadChildren()

void Ogre::SceneNode::loadChildren ( const String filename)

Load a scene from a file as children of this node.

The file and any referenced resources will be searched in ResourceGroupManager::getWorldResourceGroupName Depending on the type of SceneManager you can load different scene file-formats.

Parameters
filenamesource file containing the scene structure

◆ saveChildren()

void Ogre::SceneNode::saveChildren ( const String filename)

Save the scene hierarchy starting at this node to file.

Parameters
filenamedestination file

◆ showBoundingBox()

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

Allows the showing of the node's bounding box.

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

◆ 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.

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

◆ 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.

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
namename of the node
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.

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.

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 
)
overridevirtual

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_PARENT,
const Vector3 localDirectionVector = Vector3::NEGATIVE_UNIT_Z 
)

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

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_PARENT,
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.

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  ) const
inline

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

◆ getAutoTrackOffset()

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

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

◆ getAutoTrackLocalDirection()

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

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

◆ _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 
) const

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

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) const

Inverts the visibility of all objects attached to this node.

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 
) const

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

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.

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