| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071 |
- <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
- <html xmlns="http://www.w3.org/1999/xhtml">
- <head>
- <meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
- <meta http-equiv="X-UA-Compatible" content="IE=9"/>
- <title>Node Class Reference</title>
- <link href="tabs.css" rel="stylesheet" type="text/css"/>
- <link href="doxygen.css" rel="stylesheet" type="text/css" />
- <link href="custom.css" rel="stylesheet" type="text/css" />
- <link href="search/search.css" rel="stylesheet" type="text/css"/>
- <script type="text/javascript" src="jquery.js"></script>
- <script type="text/javascript" src="search/search.js"></script>
- <script type="text/javascript">
- $(document).ready(function() { searchBox.OnSelectItem(0); });
- </script>
- </head>
- <body>
- <div id="top"><!-- do not remove this div! -->
- <table class="header" border="0">
- <tbody>
- <tr>
- <td id="logo"><a href="http://gameplay3d.org/"><img src="images/logo.png" alt="gameplay" border="0" height="64px"/></a></td>
- <td width="100%"/>
- <td><a href="http://gameplay3d.org/"><span class="button">overview</span></a></td><td width="12px"/>
- <td><a href="https://github.com/gameplay3d/GamePlay/wiki"><span class="button">wiki</span></a></td><td width="12px"/>
- <td><a href="http://gameplay3d.github.com/GamePlay/api/index.html"><span class="button">api reference</span></a></td><td width="12px"/>
- <td><a href="http://www.gameplay3d.org/forums"><span class="button">forums</span></a></td>
- <td><a href="https://github.com/gameplay3d/GamePlay"><span class="button">download</span></a></td>
- </tr>
- </tbody>
- </table>
- <!-- Generated by Doxygen 1.7.6.1 -->
- <script type="text/javascript">
- var searchBox = new SearchBox("searchBox", "search",false,'Search');
- </script>
- <div id="navrow1" class="tabs">
- <ul class="tablist">
- <li><a href="index.html"><span>Main Page</span></a></li>
- <li class="current"><a href="annotated.html"><span>Classes</span></a></li>
- <li>
- <div id="MSearchBox" class="MSearchBoxInactive">
- <span class="left">
- <img id="MSearchSelect" src="search/mag_sel.png"
- onmouseover="return searchBox.OnSearchSelectShow()"
- onmouseout="return searchBox.OnSearchSelectHide()"
- alt=""/>
- <input type="text" id="MSearchField" value="Search" accesskey="S"
- onfocus="searchBox.OnSearchFieldFocus(true)"
- onblur="searchBox.OnSearchFieldFocus(false)"
- onkeyup="searchBox.OnSearchFieldChange(event)"/>
- </span><span class="right">
- <a id="MSearchClose" href="javascript:searchBox.CloseResultsWindow()"><img id="MSearchCloseImg" border="0" src="search/close.png" alt=""/></a>
- </span>
- </div>
- </li>
- </ul>
- </div>
- <div id="navrow2" class="tabs2">
- <ul class="tablist">
- <li><a href="annotated.html"><span>Class List</span></a></li>
- <li><a href="classes.html"><span>Class Index</span></a></li>
- <li><a href="hierarchy.html"><span>Class Hierarchy</span></a></li>
- <li><a href="functions.html"><span>Class Members</span></a></li>
- </ul>
- </div>
- <!-- window showing the filter options -->
- <div id="MSearchSelectWindow"
- onmouseover="return searchBox.OnSearchSelectShow()"
- onmouseout="return searchBox.OnSearchSelectHide()"
- onkeydown="return searchBox.OnSearchSelectKey(event)">
- <a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(0)"><span class="SelectionMark"> </span>All</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(1)"><span class="SelectionMark"> </span>Classes</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(2)"><span class="SelectionMark"> </span>Functions</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(3)"><span class="SelectionMark"> </span>Variables</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(4)"><span class="SelectionMark"> </span>Typedefs</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(5)"><span class="SelectionMark"> </span>Enumerations</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(6)"><span class="SelectionMark"> </span>Enumerator</a></div>
- <!-- iframe showing the search results (closed by default) -->
- <div id="MSearchResultsWindow">
- <iframe src="javascript:void(0)" frameborder="0"
- name="MSearchResults" id="MSearchResults">
- </iframe>
- </div>
- <div id="nav-path" class="navpath">
- <ul>
- <li class="navelem"><b>gameplay</b> </li>
- <li class="navelem"><a class="el" href="classgameplay_1_1_node.html">Node</a> </li>
- </ul>
- </div>
- </div>
- <div class="header">
- <div class="summary">
- <a href="#pub-types">Public Types</a> |
- <a href="#pub-methods">Public Member Functions</a> |
- <a href="#pub-static-methods">Static Public Member Functions</a> |
- <a href="#pro-methods">Protected Member Functions</a> |
- <a href="#pro-attribs">Protected Attributes</a> </div>
- <div class="headertitle">
- <div class="title">gameplay::Node Class Reference</div> </div>
- </div><!--header-->
- <div class="contents">
- <!-- doxytag: class="gameplay::Node" --><!-- doxytag: inherits="gameplay::Transform,gameplay::Ref" -->
- <p><code>#include <Node.h></code></p>
- <div class="dynheader">
- Inheritance diagram for gameplay::Node:</div>
- <div class="dyncontent">
- <div class="center">
- <img src="classgameplay_1_1_node.png" usemap="#gameplay::Node_map" alt=""/>
- <map id="gameplay::Node_map" name="gameplay::Node_map">
- <area href="classgameplay_1_1_transform.html" alt="gameplay::Transform" shape="rect" coords="86,56,249,80"/>
- <area href="classgameplay_1_1_ref.html" alt="gameplay::Ref" shape="rect" coords="259,56,422,80"/>
- <area href="classgameplay_1_1_animation_target.html" alt="gameplay::AnimationTarget" shape="rect" coords="0,0,163,24"/>
- <area href="classgameplay_1_1_script_target.html" alt="gameplay::ScriptTarget" shape="rect" coords="173,0,336,24"/>
- <area href="classgameplay_1_1_joint.html" alt="gameplay::Joint" shape="rect" coords="173,168,336,192"/>
- </map>
- </div></div>
- <p><a href="classgameplay_1_1_node-members.html">List of all members.</a></p>
- <table class="memberdecls">
- <tr><td colspan="2"><h2><a name="pub-types"></a>
- Public Types</h2></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">enum  </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#aeda54e8fa43853b7795b53d99aab08b4">Type</a> { <b>NODE</b> = 1,
- <b>JOINT</b>
- }</td></tr>
- <tr><td colspan="2"><h2><a name="pub-methods"></a>
- Public Member Functions</h2></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">const char * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#aeb481a07d7fcdbd868575fba58927019">getTypeName</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">const char * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a543a786bf0958aa661d48057b17d8e42">getId</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#ae211acf4c2b9c326d33dd679d8a2612c">setId</a> (const char *id)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="classgameplay_1_1_node.html#aeda54e8fa43853b7795b53d99aab08b4">Node::Type</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#ae49ee3bfe26085ad179765e1b53b2d5c">getType</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a3ffe82ba00ede266397def70743198b3">addChild</a> (<a class="el" href="classgameplay_1_1_node.html">Node</a> *child)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#af9b2ff7914039d501d7df910b35612d8">removeChild</a> (<a class="el" href="classgameplay_1_1_node.html">Node</a> *child)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#adc86be8a62323ecc79515a3004a1e2f3">removeAllChildren</a> ()</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_node.html">Node</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#acef20cc2267c5528a9fcaf685c61990b">getFirstChild</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_node.html">Node</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#ab7e18a29bc11c23c4a072c3fe3d33b5b">getNextSibling</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_node.html">Node</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a4ace33975d00751cd783819382293650">getPreviousSibling</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_node.html">Node</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#adc7c8761ae81d45f6a94edf471e0a0b0">getParent</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">unsigned int </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a626c00f77bee1120374694edf4d5f6ab">getChildCount</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_node.html">Node</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a6b03f4b8af63f2beb3f651a8e1039904">getRootNode</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_node.html">Node</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a80062083db7ab8758e66507eceddc971">findNode</a> (const char *id, bool recursive=true, bool exactMatch=true) const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">unsigned int </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a6de79cee46d2ff247cde30309d6091b5">findNodes</a> (const char *id, std::vector< <a class="el" href="classgameplay_1_1_node.html">Node</a> * > &nodes, bool recursive=true, bool exactMatch=true) const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="classgameplay_1_1_scene.html">Scene</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#ac25a6131d93f001a27c79609d5c4b18a">getScene</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#ad26da2c7c0c3f5313c9a4d7dd04fe2fd">setTag</a> (const char *name, const char *value="")</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">const char * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#aaee6264b6105b962031927e282b168c8">getTag</a> (const char *name) const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a2bd733be82848d3d244d976e283aace2">hasTag</a> (const char *name) const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#ab2fb0cb4eaf093125d46206aeee90e72">setEnabled</a> (bool enabled)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a193546fe8c65a2241af47b0f72e8bf0b">isEnabled</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a93a0d44ff052c2972a4dcc9ad9fb1d85">isEnabledInHierarchy</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a54961f9ed8bbda4b98195b9637958eea">update</a> (float elapsedTime)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a1e62dc8bc433b52bd6096a8e68039b41">isStatic</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">virtual const <a class="el" href="classgameplay_1_1_matrix.html">Matrix</a> & </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a2493835971f261f95ebbc439983f7a8d">getWorldMatrix</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">const <a class="el" href="classgameplay_1_1_matrix.html">Matrix</a> & </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a7b475fcb02299ad241ca6f8853fdab03">getWorldViewMatrix</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">const <a class="el" href="classgameplay_1_1_matrix.html">Matrix</a> & </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a5b096131c8bf63ebf9a1dcee1c9946dd">getInverseTransposeWorldMatrix</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">const <a class="el" href="classgameplay_1_1_matrix.html">Matrix</a> & </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#abddaa19d28503cb649fb8eb133641c93">getInverseTransposeWorldViewMatrix</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">const <a class="el" href="classgameplay_1_1_matrix.html">Matrix</a> & </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#af3ca6a49b27b69bf635dd1f4479301a7">getViewMatrix</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">const <a class="el" href="classgameplay_1_1_matrix.html">Matrix</a> & </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a6a67dace94226958f565268715e6d1d3">getInverseViewMatrix</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">const <a class="el" href="classgameplay_1_1_matrix.html">Matrix</a> & </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a2265e96c01c9aa6e68b5a6f2c5ab86bc">getProjectionMatrix</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">const <a class="el" href="classgameplay_1_1_matrix.html">Matrix</a> & </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a55651a21e1d28f67c617a9f1def135a4">getViewProjectionMatrix</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">const <a class="el" href="classgameplay_1_1_matrix.html">Matrix</a> & </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#af91bdcdc4db24bc75a903a2337dbc4e1">getInverseViewProjectionMatrix</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">const <a class="el" href="classgameplay_1_1_matrix.html">Matrix</a> & </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a8ad1a7b1c83c4ec58af80a537a405c59">getWorldViewProjectionMatrix</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#aa77feca98ea5592e2e50d4d9577ef501">getTranslationWorld</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#abf99ba95086ef4c3b3e24cfda3b922c8">getTranslationView</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a5703a1e0a4569290aa8d90a25ebf5771">getForwardVectorWorld</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#af45441b2780e2f9ffc46f8da5bfc72ed">getForwardVectorView</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a9e48615d28a37173bbf8bf8b01b31566">getRightVectorWorld</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#ad88b19faa25918782c69a0914b1ce0c9">getUpVectorWorld</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#aef6bfae445794ad6c6b401cd36a2ac1d">getActiveCameraTranslationWorld</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a1703ad8be4b10d3792ecb5cc3da7425e">getActiveCameraTranslationView</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_animation.html">Animation</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a18ccc842b846acee10da31419e29545d">getAnimation</a> (const char *id=NULL) const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_drawable.html">Drawable</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a09cff4e30be226d98649155731bec1f6">getDrawable</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#ae1dd56170ef12a58b6e12fe420b0632e">setDrawable</a> (<a class="el" href="classgameplay_1_1_drawable.html">Drawable</a> *drawable)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_camera.html">Camera</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#abb37f1a62112b5f05b6ad70eaa4d5c3b">getCamera</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#aa92e79f39c36188912c7288356cbb340">setCamera</a> (<a class="el" href="classgameplay_1_1_camera.html">Camera</a> *camera)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_light.html">Light</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#abf0568dd8ce2123d21bb1d45a202d3f1">getLight</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#aaf77efed0146acb8fad73497916818f8">setLight</a> (<a class="el" href="classgameplay_1_1_light.html">Light</a> *light)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_audio_source.html">AudioSource</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a72a6b81076e2029d922b0f26792833cb">getAudioSource</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a0eef42b73a98454126679bf259e0831e">setAudioSource</a> (<a class="el" href="classgameplay_1_1_audio_source.html">AudioSource</a> *audio)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_physics_collision_object.html">PhysicsCollisionObject</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#aa5fb531f1d24a0a68a4e05254007efad">getCollisionObject</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_physics_collision_object.html">PhysicsCollisionObject</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a726f8ec665dd9f87769455bcbf405d57">setCollisionObject</a> (<a class="el" href="classgameplay_1_1_physics_collision_object.html#a99aa09f043883dcd33865cd582de463e">PhysicsCollisionObject::Type</a> type, const <a class="el" href="structgameplay_1_1_physics_collision_shape_1_1_definition.html">PhysicsCollisionShape::Definition</a> &shape=<a class="el" href="classgameplay_1_1_physics_collision_shape.html#a26d78ad2920bcb8f9cd28d600fd43358">PhysicsCollisionShape::box</a>(), <a class="el" href="structgameplay_1_1_physics_rigid_body_1_1_parameters.html">PhysicsRigidBody::Parameters</a> *rigidBodyParameters=NULL, int group=PHYSICS_COLLISION_GROUP_DEFAULT, int mask=PHYSICS_COLLISION_MASK_DEFAULT)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_physics_collision_object.html">PhysicsCollisionObject</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#af6fb0a364ebf43657d8bad8113f57773">setCollisionObject</a> (const char *url)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_a_i_agent.html">AIAgent</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#ac1fe498dda19054532dac9e33772ba40">getAgent</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a911dbfb0958f07c024c83d60393a6e36">setAgent</a> (<a class="el" href="classgameplay_1_1_a_i_agent.html">AIAgent</a> *agent)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_ref.html">Ref</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a264374c353a3a6880f99f402c013bd47">getUserObject</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a524c2bd552c3325cb669e4d00dc5cfb3">setUserObject</a> (<a class="el" href="classgameplay_1_1_ref.html">Ref</a> *obj)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">const <a class="el" href="classgameplay_1_1_bounding_sphere.html">BoundingSphere</a> & </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a3a2e9509178a79f6bf4d1324c28577be">getBoundingSphere</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_node.html">Node</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a208b0372c2bdeae41629e6e53b19cb47">clone</a> () const </td></tr>
- <tr><td colspan="2"><h2><a name="pub-static-methods"></a>
- Static Public Member Functions</h2></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">static <a class="el" href="classgameplay_1_1_node.html">Node</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a3ac0c1feb94752f95feab7c77e5bd8fe">create</a> (const char *id=NULL)</td></tr>
- <tr><td colspan="2"><h2><a name="pro-methods"></a>
- Protected Member Functions</h2></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"> </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#af49c229bf5ef773d070d625dd7393442">Node</a> (const char *id)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">virtual </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#abb0e93a457c26e5002e801aa9490cd2b">~Node</a> ()</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="classgameplay_1_1_node.html">Node</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#acc87aa60404d12e6c1521cc444ae4c92">cloneSingleNode</a> (<a class="el" href="classgameplay_1_1_node_clone_context.html">NodeCloneContext</a> &context) const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_node.html">Node</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a2f8c53b35e6ff280c2a8a21fc74c4171">cloneRecursive</a> (<a class="el" href="classgameplay_1_1_node_clone_context.html">NodeCloneContext</a> &context) const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a4d853a9abafc0c2f02397659980fcc55">cloneInto</a> (<a class="el" href="classgameplay_1_1_node.html">Node</a> *node, <a class="el" href="classgameplay_1_1_node_clone_context.html">NodeCloneContext</a> &context) const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a71bec872c8bebe618885caf08843a5f5">remove</a> ()</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a7d9e0a5ff4b151d540ef2cddf0e1cb7e">transformChanged</a> ()</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#ad101852cbf54700c3d10c78f69004fe9">hierarchyChanged</a> ()</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a320998fd768ae47558ba7ad77a60074a">setBoundsDirty</a> ()</td></tr>
- <tr><td colspan="2"><h2><a name="pro-attribs"></a>
- Protected Attributes</h2></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_scene.html">Scene</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#ae2ab3598cd3d86143d25cffb970e09a4">_scene</a></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">std::string </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a870ec141877c1ff17bdfb73a21885fd6">_id</a></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_node.html">Node</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#aca4c56ae4210418baacb38cf60d3eee3">_firstChild</a></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_node.html">Node</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a8b8f1589ca46b9acc1ebdaf0ed0e9c11">_nextSibling</a></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_node.html">Node</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a184343e28a4da222bd16ba805fc8fdc5">_prevSibling</a></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_node.html">Node</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a069c03f7125b60c187ad0c443d459fe6">_parent</a></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">unsigned int </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a838bd72a5257af82d4a84bbd64bb9181">_childCount</a></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a4aed116a4189e24cc9d6d5c94c224837">_enabled</a></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">std::map< std::string, <br class="typebreak"/>
- std::string > * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a3dd518dd2a718c9fa29d97570cba0ce0">_tags</a></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_drawable.html">Drawable</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a95e8b9d2ca3806380ec6569cb87b5ae3">_drawable</a></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_camera.html">Camera</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a91121ca0be89e614ccfadef9fbced1b3">_camera</a></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_light.html">Light</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#aca8208dfbc190ec33dee5b7e1857bd52">_light</a></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_audio_source.html">AudioSource</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#ac837c4ea233f97e5c6f1a8b7af82ca6d">_audioSource</a></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_physics_collision_object.html">PhysicsCollisionObject</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a424aa4eb0818087cfcf057e7bcf101ba">_collisionObject</a></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_a_i_agent.html">AIAgent</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a248ebe9a1818fbfd310ba363855547e7">_agent</a></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_ref.html">Ref</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#acfdb2e379a4cab00e2c302edeaf8d466">_userObject</a></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_matrix.html">Matrix</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a2a0688d2ca497dcbfe1adbd4195f6d68">_world</a></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_bounding_sphere.html">BoundingSphere</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#aa45f1a5609704c99849b77b5db57b4b5">_bounds</a></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">int </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_node.html#a66652f93aec036a5c51f217351e0acd4">_dirtyBits</a></td></tr>
- </table>
- <hr/><a name="details" id="details"></a><h2>Detailed Description</h2>
- <div class="textblock"><p>Defines a hierarchical structure of objects in 3D transformation spaces.</p>
- <p>This object allow you to attach components to a scene such as: <a class="el" href="classgameplay_1_1_drawable.html">Drawable</a>'s(<a class="el" href="classgameplay_1_1_model.html">Model</a>, <a class="el" href="classgameplay_1_1_camera.html">Camera</a>, <a class="el" href="classgameplay_1_1_light.html">Light</a>, <a class="el" href="classgameplay_1_1_physics_collision_object.html">PhysicsCollisionObject</a>, <a class="el" href="classgameplay_1_1_audio_source.html">AudioSource</a>, etc.</p>
- <dl class="see"><dt><b>See also:</b></dt><dd><a href="http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-Node">http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-Node</a> </dd></dl>
- </div><hr/><h2>Member Enumeration Documentation</h2>
- <a class="anchor" id="aeda54e8fa43853b7795b53d99aab08b4"></a><!-- doxytag: member="gameplay::Node::Type" ref="aeda54e8fa43853b7795b53d99aab08b4" args="" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">enum <a class="el" href="classgameplay_1_1_node.html#aeda54e8fa43853b7795b53d99aab08b4">gameplay::Node::Type</a></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Defines the types of nodes. </p>
- </div>
- </div>
- <hr/><h2>Constructor & Destructor Documentation</h2>
- <a class="anchor" id="af49c229bf5ef773d070d625dd7393442"></a><!-- doxytag: member="gameplay::Node::Node" ref="af49c229bf5ef773d070d625dd7393442" args="(const char *id)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_node.html#af49c229bf5ef773d070d625dd7393442">gameplay::Node::Node</a> </td>
- <td>(</td>
- <td class="paramtype">const char * </td>
- <td class="paramname"><em>id</em></td><td>)</td>
- <td><code> [protected]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Constructor. </p>
- </div>
- </div>
- <a class="anchor" id="abb0e93a457c26e5002e801aa9490cd2b"></a><!-- doxytag: member="gameplay::Node::~Node" ref="abb0e93a457c26e5002e801aa9490cd2b" args="()" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">virtual <a class="el" href="classgameplay_1_1_node.html#abb0e93a457c26e5002e801aa9490cd2b">gameplay::Node::~Node</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td><code> [protected, virtual]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Destructor. </p>
- </div>
- </div>
- <hr/><h2>Member Function Documentation</h2>
- <a class="anchor" id="a3ffe82ba00ede266397def70743198b3"></a><!-- doxytag: member="gameplay::Node::addChild" ref="a3ffe82ba00ede266397def70743198b3" args="(Node *child)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">virtual void <a class="el" href="classgameplay_1_1_node.html#a3ffe82ba00ede266397def70743198b3">gameplay::Node::addChild</a> </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_node.html">Node</a> * </td>
- <td class="paramname"><em>child</em></td><td>)</td>
- <td><code> [virtual]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Adds a child node.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">child</td><td>The child to add. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="a208b0372c2bdeae41629e6e53b19cb47"></a><!-- doxytag: member="gameplay::Node::clone" ref="a208b0372c2bdeae41629e6e53b19cb47" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_node.html">Node</a>* <a class="el" href="classgameplay_1_1_node.html#a208b0372c2bdeae41629e6e53b19cb47">gameplay::Node::clone</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Clones the node and all of its child nodes.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>A new node. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a4d853a9abafc0c2f02397659980fcc55"></a><!-- doxytag: member="gameplay::Node::cloneInto" ref="a4d853a9abafc0c2f02397659980fcc55" args="(Node *node, NodeCloneContext &context) const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_node.html#a4d853a9abafc0c2f02397659980fcc55">gameplay::Node::cloneInto</a> </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_node.html">Node</a> * </td>
- <td class="paramname"><em>node</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_node_clone_context.html">NodeCloneContext</a> & </td>
- <td class="paramname"><em>context</em> </td>
- </tr>
- <tr>
- <td></td>
- <td>)</td>
- <td></td><td> const<code> [protected]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Copies the data from this node into the given node.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">node</td><td>The node to copy the data to. </td></tr>
- <tr><td class="paramname">context</td><td>The clone context. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="a2f8c53b35e6ff280c2a8a21fc74c4171"></a><!-- doxytag: member="gameplay::Node::cloneRecursive" ref="a2f8c53b35e6ff280c2a8a21fc74c4171" args="(NodeCloneContext &context) const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_node.html">Node</a>* <a class="el" href="classgameplay_1_1_node.html#a2f8c53b35e6ff280c2a8a21fc74c4171">gameplay::Node::cloneRecursive</a> </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_node_clone_context.html">NodeCloneContext</a> & </td>
- <td class="paramname"><em>context</em></td><td>)</td>
- <td> const<code> [protected]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Recursively clones this node and its children.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">context</td><td>The clone context.</td></tr>
- </table>
- </dd>
- </dl>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The newly created node. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="acc87aa60404d12e6c1521cc444ae4c92"></a><!-- doxytag: member="gameplay::Node::cloneSingleNode" ref="acc87aa60404d12e6c1521cc444ae4c92" args="(NodeCloneContext &context) const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">virtual <a class="el" href="classgameplay_1_1_node.html">Node</a>* <a class="el" href="classgameplay_1_1_node.html#acc87aa60404d12e6c1521cc444ae4c92">gameplay::Node::cloneSingleNode</a> </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_node_clone_context.html">NodeCloneContext</a> & </td>
- <td class="paramname"><em>context</em></td><td>)</td>
- <td> const<code> [protected, virtual]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Clones a single node and its data but not its children.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">context</td><td>The clone context.</td></tr>
- </table>
- </dd>
- </dl>
- <dl class="return"><dt><b>Returns:</b></dt><dd>Pointer to the newly created node. </dd></dl>
- <p>Reimplemented in <a class="el" href="classgameplay_1_1_joint.html#af1d640b64fc0906793839526f0ca73fd">gameplay::Joint</a>.</p>
- </div>
- </div>
- <a class="anchor" id="a3ac0c1feb94752f95feab7c77e5bd8fe"></a><!-- doxytag: member="gameplay::Node::create" ref="a3ac0c1feb94752f95feab7c77e5bd8fe" args="(const char *id=NULL)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">static <a class="el" href="classgameplay_1_1_node.html">Node</a>* <a class="el" href="classgameplay_1_1_node.html#a3ac0c1feb94752f95feab7c77e5bd8fe">gameplay::Node::create</a> </td>
- <td>(</td>
- <td class="paramtype">const char * </td>
- <td class="paramname"><em>id</em> = <code>NULL</code></td><td>)</td>
- <td><code> [static]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Creates a new node with the specified ID.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">id</td><td>The ID for the new node. </td></tr>
- </table>
- </dd>
- </dl>
- <p>Reimplemented in <a class="el" href="classgameplay_1_1_joint.html#ad2577426e10c3a85c38e48bd5d35fc7f">gameplay::Joint</a>.</p>
- </div>
- </div>
- <a class="anchor" id="a80062083db7ab8758e66507eceddc971"></a><!-- doxytag: member="gameplay::Node::findNode" ref="a80062083db7ab8758e66507eceddc971" args="(const char *id, bool recursive=true, bool exactMatch=true) const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_node.html">Node</a>* <a class="el" href="classgameplay_1_1_node.html#a80062083db7ab8758e66507eceddc971">gameplay::Node::findNode</a> </td>
- <td>(</td>
- <td class="paramtype">const char * </td>
- <td class="paramname"><em>id</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">bool </td>
- <td class="paramname"><em>recursive</em> = <code>true</code>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">bool </td>
- <td class="paramname"><em>exactMatch</em> = <code>true</code> </td>
- </tr>
- <tr>
- <td></td>
- <td>)</td>
- <td></td><td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Returns the first child node that matches the given ID.</p>
- <p>This method checks the specified ID against its immediate child nodes but does not check the ID against itself. If recursive is true, it also traverses the <a class="el" href="classgameplay_1_1_node.html">Node</a>'s hierarchy with a breadth first search.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">id</td><td>The ID of the child to find. </td></tr>
- <tr><td class="paramname">recursive</td><td>True to search recursively all the node's children, false for only direct children. </td></tr>
- <tr><td class="paramname">exactMatch</td><td>true if only nodes whose ID exactly matches the specified ID are returned, or false if nodes that start with the given ID are returned.</td></tr>
- </table>
- </dd>
- </dl>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The <a class="el" href="classgameplay_1_1_node.html">Node</a> found or NULL if not found. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a6de79cee46d2ff247cde30309d6091b5"></a><!-- doxytag: member="gameplay::Node::findNodes" ref="a6de79cee46d2ff247cde30309d6091b5" args="(const char *id, std::vector< Node * > &nodes, bool recursive=true, bool exactMatch=true) const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">unsigned int <a class="el" href="classgameplay_1_1_node.html#a6de79cee46d2ff247cde30309d6091b5">gameplay::Node::findNodes</a> </td>
- <td>(</td>
- <td class="paramtype">const char * </td>
- <td class="paramname"><em>id</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">std::vector< <a class="el" href="classgameplay_1_1_node.html">Node</a> * > & </td>
- <td class="paramname"><em>nodes</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">bool </td>
- <td class="paramname"><em>recursive</em> = <code>true</code>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">bool </td>
- <td class="paramname"><em>exactMatch</em> = <code>true</code> </td>
- </tr>
- <tr>
- <td></td>
- <td>)</td>
- <td></td><td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Returns all child nodes that match the given ID.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">id</td><td>The ID of the node to find. </td></tr>
- <tr><td class="paramname">nodes</td><td>A vector of nodes to be populated with matches. </td></tr>
- <tr><td class="paramname">recursive</td><td>true if a recursive search should be performed, false otherwise. </td></tr>
- <tr><td class="paramname">exactMatch</td><td>true if only nodes whose ID exactly matches the specified ID are returned, or false if nodes that start with the given ID are returned.</td></tr>
- </table>
- </dd>
- </dl>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The number of matches found. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a1703ad8be4b10d3792ecb5cc3da7425e"></a><!-- doxytag: member="gameplay::Node::getActiveCameraTranslationView" ref="a1703ad8be4b10d3792ecb5cc3da7425e" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> <a class="el" href="classgameplay_1_1_node.html#a1703ad8be4b10d3792ecb5cc3da7425e">gameplay::Node::getActiveCameraTranslationView</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Returns the view-space translation vector of the currently active camera for this node's scene.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The translation vector of the scene's active camera, in view-space. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="aef6bfae445794ad6c6b401cd36a2ac1d"></a><!-- doxytag: member="gameplay::Node::getActiveCameraTranslationWorld" ref="aef6bfae445794ad6c6b401cd36a2ac1d" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> <a class="el" href="classgameplay_1_1_node.html#aef6bfae445794ad6c6b401cd36a2ac1d">gameplay::Node::getActiveCameraTranslationWorld</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Returns the translation vector of the currently active camera for this node's scene.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The translation vector of the scene's active camera. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="ac1fe498dda19054532dac9e33772ba40"></a><!-- doxytag: member="gameplay::Node::getAgent" ref="ac1fe498dda19054532dac9e33772ba40" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_a_i_agent.html">AIAgent</a>* <a class="el" href="classgameplay_1_1_node.html#ac1fe498dda19054532dac9e33772ba40">gameplay::Node::getAgent</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets the AI agent assigned to this node</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The AI agent for this node. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a18ccc842b846acee10da31419e29545d"></a><!-- doxytag: member="gameplay::Node::getAnimation" ref="a18ccc842b846acee10da31419e29545d" args="(const char *id=NULL) const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_animation.html">Animation</a>* <a class="el" href="classgameplay_1_1_node.html#a18ccc842b846acee10da31419e29545d">gameplay::Node::getAnimation</a> </td>
- <td>(</td>
- <td class="paramtype">const char * </td>
- <td class="paramname"><em>id</em> = <code>NULL</code></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets the first animation in the node hierarchy with the specified ID.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">id</td><td>The ID of the animation to get. Returns the first animation if ID is NULL. </td></tr>
- </table>
- </dd>
- </dl>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The first animation with the specified ID. </dd></dl>
- <p>Reimplemented from <a class="el" href="classgameplay_1_1_animation_target.html#a8b08d7ad0b0fa52d9139dc931053a26f">gameplay::AnimationTarget</a>.</p>
- </div>
- </div>
- <a class="anchor" id="a72a6b81076e2029d922b0f26792833cb"></a><!-- doxytag: member="gameplay::Node::getAudioSource" ref="a72a6b81076e2029d922b0f26792833cb" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_audio_source.html">AudioSource</a>* <a class="el" href="classgameplay_1_1_node.html#a72a6b81076e2029d922b0f26792833cb">gameplay::Node::getAudioSource</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets the audio source attached to this node.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The audio source attached to this node. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a3a2e9509178a79f6bf4d1324c28577be"></a><!-- doxytag: member="gameplay::Node::getBoundingSphere" ref="a3a2e9509178a79f6bf4d1324c28577be" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">const <a class="el" href="classgameplay_1_1_bounding_sphere.html">BoundingSphere</a>& <a class="el" href="classgameplay_1_1_node.html#a3a2e9509178a79f6bf4d1324c28577be">gameplay::Node::getBoundingSphere</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Returns the bounding sphere for the <a class="el" href="classgameplay_1_1_node.html">Node</a>, in world space.</p>
- <p>The bounding sphere for a node represents the area, in world space, that the node contains. This includes the space occupied by any child nodes as well as the space occupied by any data inside the node (such as models).</p>
- <p>Bounding spheres for nodes are rough approximations of the data contained within a node and they are intended for visibility testing or first-pass intersection testing only. They are not appropriate for accurate collision detection since they most often do not tightly contain a node's content.</p>
- <p>A node that does not occupy any space will return a bounding sphere with a center point equal to the node translation and a radius of zero.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The world-space bounding sphere for the node. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="abb37f1a62112b5f05b6ad70eaa4d5c3b"></a><!-- doxytag: member="gameplay::Node::getCamera" ref="abb37f1a62112b5f05b6ad70eaa4d5c3b" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_camera.html">Camera</a>* <a class="el" href="classgameplay_1_1_node.html#abb37f1a62112b5f05b6ad70eaa4d5c3b">gameplay::Node::getCamera</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets the camera attached to this node.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>Gets the camera attached to this node. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a626c00f77bee1120374694edf4d5f6ab"></a><!-- doxytag: member="gameplay::Node::getChildCount" ref="a626c00f77bee1120374694edf4d5f6ab" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">unsigned int <a class="el" href="classgameplay_1_1_node.html#a626c00f77bee1120374694edf4d5f6ab">gameplay::Node::getChildCount</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Returns the number of direct children of this item.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The number of children. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="aa5fb531f1d24a0a68a4e05254007efad"></a><!-- doxytag: member="gameplay::Node::getCollisionObject" ref="aa5fb531f1d24a0a68a4e05254007efad" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_physics_collision_object.html">PhysicsCollisionObject</a>* <a class="el" href="classgameplay_1_1_node.html#aa5fb531f1d24a0a68a4e05254007efad">gameplay::Node::getCollisionObject</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Returns the pointer to this node's physics collision object.</p>
- <p>The type of the returned collision object can be queried using the <a class="el" href="classgameplay_1_1_physics_collision_object.html#a233b0ebcd96ddb3935bff0b9729bba58">PhysicsCollisionObject::getType()</a> method.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The pointer to this node's physics collision object. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a09cff4e30be226d98649155731bec1f6"></a><!-- doxytag: member="gameplay::Node::getDrawable" ref="a09cff4e30be226d98649155731bec1f6" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_drawable.html">Drawable</a>* <a class="el" href="classgameplay_1_1_node.html#a09cff4e30be226d98649155731bec1f6">gameplay::Node::getDrawable</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets the drawable object attached to this node.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The drawable component attached to this node. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="acef20cc2267c5528a9fcaf685c61990b"></a><!-- doxytag: member="gameplay::Node::getFirstChild" ref="acef20cc2267c5528a9fcaf685c61990b" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_node.html">Node</a>* <a class="el" href="classgameplay_1_1_node.html#acef20cc2267c5528a9fcaf685c61990b">gameplay::Node::getFirstChild</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Returns the first child for this node.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The first child. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="af45441b2780e2f9ffc46f8da5bfc72ed"></a><!-- doxytag: member="gameplay::Node::getForwardVectorView" ref="af45441b2780e2f9ffc46f8da5bfc72ed" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> <a class="el" href="classgameplay_1_1_node.html#af45441b2780e2f9ffc46f8da5bfc72ed">gameplay::Node::getForwardVectorView</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Returns the forward vector of the <a class="el" href="classgameplay_1_1_node.html">Node</a> in view space.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The forward vector in view space. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a5703a1e0a4569290aa8d90a25ebf5771"></a><!-- doxytag: member="gameplay::Node::getForwardVectorWorld" ref="a5703a1e0a4569290aa8d90a25ebf5771" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> <a class="el" href="classgameplay_1_1_node.html#a5703a1e0a4569290aa8d90a25ebf5771">gameplay::Node::getForwardVectorWorld</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Returns the forward vector of the <a class="el" href="classgameplay_1_1_node.html">Node</a> in world space.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The forward vector in world space. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a543a786bf0958aa661d48057b17d8e42"></a><!-- doxytag: member="gameplay::Node::getId" ref="a543a786bf0958aa661d48057b17d8e42" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">const char* <a class="el" href="classgameplay_1_1_node.html#a543a786bf0958aa661d48057b17d8e42">gameplay::Node::getId</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets the identifier for the node.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The node identifier. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a5b096131c8bf63ebf9a1dcee1c9946dd"></a><!-- doxytag: member="gameplay::Node::getInverseTransposeWorldMatrix" ref="a5b096131c8bf63ebf9a1dcee1c9946dd" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">const <a class="el" href="classgameplay_1_1_matrix.html">Matrix</a>& <a class="el" href="classgameplay_1_1_node.html#a5b096131c8bf63ebf9a1dcee1c9946dd">gameplay::Node::getInverseTransposeWorldMatrix</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets the inverse transpose world matrix corresponding to this node.</p>
- <p>This matrix is typically used to transform normal vectors into world space.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The inverse world matrix of this node. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="abddaa19d28503cb649fb8eb133641c93"></a><!-- doxytag: member="gameplay::Node::getInverseTransposeWorldViewMatrix" ref="abddaa19d28503cb649fb8eb133641c93" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">const <a class="el" href="classgameplay_1_1_matrix.html">Matrix</a>& <a class="el" href="classgameplay_1_1_node.html#abddaa19d28503cb649fb8eb133641c93">gameplay::Node::getInverseTransposeWorldViewMatrix</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets the inverse transpose world view matrix corresponding to this node.</p>
- <p>This matrix is typically used to transform normal vectors into view space.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The inverse world view matrix of this node. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a6a67dace94226958f565268715e6d1d3"></a><!-- doxytag: member="gameplay::Node::getInverseViewMatrix" ref="a6a67dace94226958f565268715e6d1d3" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">const <a class="el" href="classgameplay_1_1_matrix.html">Matrix</a>& <a class="el" href="classgameplay_1_1_node.html#a6a67dace94226958f565268715e6d1d3">gameplay::Node::getInverseViewMatrix</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets the inverse view matrix corresponding to this node based on the scene's active camera.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The inverse view matrix of this node. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="af91bdcdc4db24bc75a903a2337dbc4e1"></a><!-- doxytag: member="gameplay::Node::getInverseViewProjectionMatrix" ref="af91bdcdc4db24bc75a903a2337dbc4e1" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">const <a class="el" href="classgameplay_1_1_matrix.html">Matrix</a>& <a class="el" href="classgameplay_1_1_node.html#af91bdcdc4db24bc75a903a2337dbc4e1">gameplay::Node::getInverseViewProjectionMatrix</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets the inverse view * projection matrix corresponding to this node based on the scene's active camera.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The inverse view * projection matrix of this node. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="abf0568dd8ce2123d21bb1d45a202d3f1"></a><!-- doxytag: member="gameplay::Node::getLight" ref="abf0568dd8ce2123d21bb1d45a202d3f1" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_light.html">Light</a>* <a class="el" href="classgameplay_1_1_node.html#abf0568dd8ce2123d21bb1d45a202d3f1">gameplay::Node::getLight</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Get the light attached to this node.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The light attached to this node. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="ab7e18a29bc11c23c4a072c3fe3d33b5b"></a><!-- doxytag: member="gameplay::Node::getNextSibling" ref="ab7e18a29bc11c23c4a072c3fe3d33b5b" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_node.html">Node</a>* <a class="el" href="classgameplay_1_1_node.html#ab7e18a29bc11c23c4a072c3fe3d33b5b">gameplay::Node::getNextSibling</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Returns the first sibling of this node.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The first sibling. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="adc7c8761ae81d45f6a94edf471e0a0b0"></a><!-- doxytag: member="gameplay::Node::getParent" ref="adc7c8761ae81d45f6a94edf471e0a0b0" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_node.html">Node</a>* <a class="el" href="classgameplay_1_1_node.html#adc7c8761ae81d45f6a94edf471e0a0b0">gameplay::Node::getParent</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Returns the parent of this node.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The parent. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a4ace33975d00751cd783819382293650"></a><!-- doxytag: member="gameplay::Node::getPreviousSibling" ref="a4ace33975d00751cd783819382293650" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_node.html">Node</a>* <a class="el" href="classgameplay_1_1_node.html#a4ace33975d00751cd783819382293650">gameplay::Node::getPreviousSibling</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Returns the previous sibling to this node.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The previous sibling. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a2265e96c01c9aa6e68b5a6f2c5ab86bc"></a><!-- doxytag: member="gameplay::Node::getProjectionMatrix" ref="a2265e96c01c9aa6e68b5a6f2c5ab86bc" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">const <a class="el" href="classgameplay_1_1_matrix.html">Matrix</a>& <a class="el" href="classgameplay_1_1_node.html#a2265e96c01c9aa6e68b5a6f2c5ab86bc">gameplay::Node::getProjectionMatrix</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets the projection matrix corresponding to this node based on the scene's active camera.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The projection matrix of this node. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a9e48615d28a37173bbf8bf8b01b31566"></a><!-- doxytag: member="gameplay::Node::getRightVectorWorld" ref="a9e48615d28a37173bbf8bf8b01b31566" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> <a class="el" href="classgameplay_1_1_node.html#a9e48615d28a37173bbf8bf8b01b31566">gameplay::Node::getRightVectorWorld</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Returns the right vector of the <a class="el" href="classgameplay_1_1_node.html">Node</a> in world space.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The right vector in world space. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a6b03f4b8af63f2beb3f651a8e1039904"></a><!-- doxytag: member="gameplay::Node::getRootNode" ref="a6b03f4b8af63f2beb3f651a8e1039904" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_node.html">Node</a>* <a class="el" href="classgameplay_1_1_node.html#a6b03f4b8af63f2beb3f651a8e1039904">gameplay::Node::getRootNode</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets the top level node in this node's parent hierarchy. </p>
- </div>
- </div>
- <a class="anchor" id="ac25a6131d93f001a27c79609d5c4b18a"></a><!-- doxytag: member="gameplay::Node::getScene" ref="ac25a6131d93f001a27c79609d5c4b18a" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">virtual <a class="el" href="classgameplay_1_1_scene.html">Scene</a>* <a class="el" href="classgameplay_1_1_node.html#ac25a6131d93f001a27c79609d5c4b18a">gameplay::Node::getScene</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const<code> [virtual]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets the scene this node is currenlty within.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The scene. </dd></dl>
- <p>Reimplemented in <a class="el" href="classgameplay_1_1_joint.html#ae4cf129e4f46e5990afa315e02ad0b11">gameplay::Joint</a>.</p>
- </div>
- </div>
- <a class="anchor" id="aaee6264b6105b962031927e282b168c8"></a><!-- doxytag: member="gameplay::Node::getTag" ref="aaee6264b6105b962031927e282b168c8" args="(const char *name) const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">const char* <a class="el" href="classgameplay_1_1_node.html#aaee6264b6105b962031927e282b168c8">gameplay::Node::getTag</a> </td>
- <td>(</td>
- <td class="paramtype">const char * </td>
- <td class="paramname"><em>name</em></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Returns the value of the custom tag with the given name.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">name</td><td>Name of the tag to return.</td></tr>
- </table>
- </dd>
- </dl>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The value of the given tag, or NULL if the tag is not set. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="abf99ba95086ef4c3b3e24cfda3b922c8"></a><!-- doxytag: member="gameplay::Node::getTranslationView" ref="abf99ba95086ef4c3b3e24cfda3b922c8" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> <a class="el" href="classgameplay_1_1_node.html#abf99ba95086ef4c3b3e24cfda3b922c8">gameplay::Node::getTranslationView</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets the translation vector (or position) of this <a class="el" href="classgameplay_1_1_node.html">Node</a> in view space.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The view space translation vector. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="aa77feca98ea5592e2e50d4d9577ef501"></a><!-- doxytag: member="gameplay::Node::getTranslationWorld" ref="aa77feca98ea5592e2e50d4d9577ef501" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> <a class="el" href="classgameplay_1_1_node.html#aa77feca98ea5592e2e50d4d9577ef501">gameplay::Node::getTranslationWorld</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets the translation vector (or position) of this <a class="el" href="classgameplay_1_1_node.html">Node</a> in world space.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The world translation vector. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="ae49ee3bfe26085ad179765e1b53b2d5c"></a><!-- doxytag: member="gameplay::Node::getType" ref="ae49ee3bfe26085ad179765e1b53b2d5c" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">virtual <a class="el" href="classgameplay_1_1_node.html#aeda54e8fa43853b7795b53d99aab08b4">Node::Type</a> <a class="el" href="classgameplay_1_1_node.html#ae49ee3bfe26085ad179765e1b53b2d5c">gameplay::Node::getType</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const<code> [virtual]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Returns the type of the node. </p>
- <p>Reimplemented in <a class="el" href="classgameplay_1_1_joint.html#a0b125d5f1dcee6b9207afa752fe0462a">gameplay::Joint</a>.</p>
- </div>
- </div>
- <a class="anchor" id="aeb481a07d7fcdbd868575fba58927019"></a><!-- doxytag: member="gameplay::Node::getTypeName" ref="aeb481a07d7fcdbd868575fba58927019" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">const char* <a class="el" href="classgameplay_1_1_node.html#aeb481a07d7fcdbd868575fba58927019">gameplay::Node::getTypeName</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const<code> [virtual]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Extends <a class="el" href="classgameplay_1_1_script_target.html#ac419e98f0eac8a52a6095da0e3853df3">ScriptTarget::getTypeName()</a> to return the type name of this class.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The type name of this class: "Node" </dd></dl>
- <dl class="see"><dt><b>See also:</b></dt><dd><a class="el" href="classgameplay_1_1_script_target.html#ac419e98f0eac8a52a6095da0e3853df3">ScriptTarget::getTypeName()</a> </dd></dl>
- <p>Reimplemented from <a class="el" href="classgameplay_1_1_transform.html#aa20d5d4fcaaea04b3d715eaf937e9dab">gameplay::Transform</a>.</p>
- </div>
- </div>
- <a class="anchor" id="ad88b19faa25918782c69a0914b1ce0c9"></a><!-- doxytag: member="gameplay::Node::getUpVectorWorld" ref="ad88b19faa25918782c69a0914b1ce0c9" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> <a class="el" href="classgameplay_1_1_node.html#ad88b19faa25918782c69a0914b1ce0c9">gameplay::Node::getUpVectorWorld</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Returns the up vector of the <a class="el" href="classgameplay_1_1_node.html">Node</a> in world space.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The up vector in world space. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a264374c353a3a6880f99f402c013bd47"></a><!-- doxytag: member="gameplay::Node::getUserObject" ref="a264374c353a3a6880f99f402c013bd47" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_ref.html">Ref</a>* <a class="el" href="classgameplay_1_1_node.html#a264374c353a3a6880f99f402c013bd47">gameplay::Node::getUserObject</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets the user object assigned to this node.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The user object assigned object to this node. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="af3ca6a49b27b69bf635dd1f4479301a7"></a><!-- doxytag: member="gameplay::Node::getViewMatrix" ref="af3ca6a49b27b69bf635dd1f4479301a7" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">const <a class="el" href="classgameplay_1_1_matrix.html">Matrix</a>& <a class="el" href="classgameplay_1_1_node.html#af3ca6a49b27b69bf635dd1f4479301a7">gameplay::Node::getViewMatrix</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets the view matrix corresponding to this node based on the scene's active camera.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The view matrix of this node. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a55651a21e1d28f67c617a9f1def135a4"></a><!-- doxytag: member="gameplay::Node::getViewProjectionMatrix" ref="a55651a21e1d28f67c617a9f1def135a4" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">const <a class="el" href="classgameplay_1_1_matrix.html">Matrix</a>& <a class="el" href="classgameplay_1_1_node.html#a55651a21e1d28f67c617a9f1def135a4">gameplay::Node::getViewProjectionMatrix</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets the view * projection matrix corresponding to this node based on the scene's active camera.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The view * projection matrix of this node. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a2493835971f261f95ebbc439983f7a8d"></a><!-- doxytag: member="gameplay::Node::getWorldMatrix" ref="a2493835971f261f95ebbc439983f7a8d" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">virtual const <a class="el" href="classgameplay_1_1_matrix.html">Matrix</a>& <a class="el" href="classgameplay_1_1_node.html#a2493835971f261f95ebbc439983f7a8d">gameplay::Node::getWorldMatrix</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const<code> [virtual]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets the world matrix corresponding to this node.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The world matrix of this node. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a7b475fcb02299ad241ca6f8853fdab03"></a><!-- doxytag: member="gameplay::Node::getWorldViewMatrix" ref="a7b475fcb02299ad241ca6f8853fdab03" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">const <a class="el" href="classgameplay_1_1_matrix.html">Matrix</a>& <a class="el" href="classgameplay_1_1_node.html#a7b475fcb02299ad241ca6f8853fdab03">gameplay::Node::getWorldViewMatrix</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets the world view matrix corresponding to this node.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The world view matrix of this node. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a8ad1a7b1c83c4ec58af80a537a405c59"></a><!-- doxytag: member="gameplay::Node::getWorldViewProjectionMatrix" ref="a8ad1a7b1c83c4ec58af80a537a405c59" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">const <a class="el" href="classgameplay_1_1_matrix.html">Matrix</a>& <a class="el" href="classgameplay_1_1_node.html#a8ad1a7b1c83c4ec58af80a537a405c59">gameplay::Node::getWorldViewProjectionMatrix</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets the world * view * projection matrix corresponding to this node based on the scene's active camera.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The world * view * projection matrix of this node. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a2bd733be82848d3d244d976e283aace2"></a><!-- doxytag: member="gameplay::Node::hasTag" ref="a2bd733be82848d3d244d976e283aace2" args="(const char *name) const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">bool <a class="el" href="classgameplay_1_1_node.html#a2bd733be82848d3d244d976e283aace2">gameplay::Node::hasTag</a> </td>
- <td>(</td>
- <td class="paramtype">const char * </td>
- <td class="paramname"><em>name</em></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Determines if a custom tag with the specified name is set.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">name</td><td>Name of the tag to query.</td></tr>
- </table>
- </dd>
- </dl>
- <dl class="return"><dt><b>Returns:</b></dt><dd>true if the tag is set, false otherwise. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="ad101852cbf54700c3d10c78f69004fe9"></a><!-- doxytag: member="gameplay::Node::hierarchyChanged" ref="ad101852cbf54700c3d10c78f69004fe9" args="()" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_node.html#ad101852cbf54700c3d10c78f69004fe9">gameplay::Node::hierarchyChanged</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td><code> [protected]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Called when this <a class="el" href="classgameplay_1_1_node.html">Node</a>'s hierarchy changes. </p>
- </div>
- </div>
- <a class="anchor" id="a193546fe8c65a2241af47b0f72e8bf0b"></a><!-- doxytag: member="gameplay::Node::isEnabled" ref="a193546fe8c65a2241af47b0f72e8bf0b" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">bool <a class="el" href="classgameplay_1_1_node.html#a193546fe8c65a2241af47b0f72e8bf0b">gameplay::Node::isEnabled</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets if the node is enabled in the scene.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>if the node is enabled in the scene. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a93a0d44ff052c2972a4dcc9ad9fb1d85"></a><!-- doxytag: member="gameplay::Node::isEnabledInHierarchy" ref="a93a0d44ff052c2972a4dcc9ad9fb1d85" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">bool <a class="el" href="classgameplay_1_1_node.html#a93a0d44ff052c2972a4dcc9ad9fb1d85">gameplay::Node::isEnabledInHierarchy</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets if the node inherently enabled.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>if components attached on this node should be running. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a1e62dc8bc433b52bd6096a8e68039b41"></a><!-- doxytag: member="gameplay::Node::isStatic" ref="a1e62dc8bc433b52bd6096a8e68039b41" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">bool <a class="el" href="classgameplay_1_1_node.html#a1e62dc8bc433b52bd6096a8e68039b41">gameplay::Node::isStatic</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const<code> [virtual]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Returns whether the transformation of this node is static.</p>
- <p>Nodes that have static rigid bodies attached to them are considered static.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>True if the transformation of this <a class="el" href="classgameplay_1_1_node.html">Node</a> is static, false otherwise.</dd></dl>
- <dl class="see"><dt><b>See also:</b></dt><dd><a class="el" href="classgameplay_1_1_transform.html#a752648041d8076e1688a87be1b954773">Transform::isStatic()</a> </dd></dl>
- <p>Reimplemented from <a class="el" href="classgameplay_1_1_transform.html#a752648041d8076e1688a87be1b954773">gameplay::Transform</a>.</p>
- </div>
- </div>
- <a class="anchor" id="a71bec872c8bebe618885caf08843a5f5"></a><!-- doxytag: member="gameplay::Node::remove" ref="a71bec872c8bebe618885caf08843a5f5" args="()" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_node.html#a71bec872c8bebe618885caf08843a5f5">gameplay::Node::remove</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td><code> [protected]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Removes this node from its parent. </p>
- </div>
- </div>
- <a class="anchor" id="adc86be8a62323ecc79515a3004a1e2f3"></a><!-- doxytag: member="gameplay::Node::removeAllChildren" ref="adc86be8a62323ecc79515a3004a1e2f3" args="()" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">virtual void <a class="el" href="classgameplay_1_1_node.html#adc86be8a62323ecc79515a3004a1e2f3">gameplay::Node::removeAllChildren</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td><code> [virtual]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Removes all child nodes. </p>
- </div>
- </div>
- <a class="anchor" id="af9b2ff7914039d501d7df910b35612d8"></a><!-- doxytag: member="gameplay::Node::removeChild" ref="af9b2ff7914039d501d7df910b35612d8" args="(Node *child)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">virtual void <a class="el" href="classgameplay_1_1_node.html#af9b2ff7914039d501d7df910b35612d8">gameplay::Node::removeChild</a> </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_node.html">Node</a> * </td>
- <td class="paramname"><em>child</em></td><td>)</td>
- <td><code> [virtual]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Removes a child node.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">child</td><td>The child to remove. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="a911dbfb0958f07c024c83d60393a6e36"></a><!-- doxytag: member="gameplay::Node::setAgent" ref="a911dbfb0958f07c024c83d60393a6e36" args="(AIAgent *agent)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_node.html#a911dbfb0958f07c024c83d60393a6e36">gameplay::Node::setAgent</a> </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_a_i_agent.html">AIAgent</a> * </td>
- <td class="paramname"><em>agent</em></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Sets the AI agent for this node.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">agent</td><td>The AI agent to set. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="a0eef42b73a98454126679bf259e0831e"></a><!-- doxytag: member="gameplay::Node::setAudioSource" ref="a0eef42b73a98454126679bf259e0831e" args="(AudioSource *audio)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_node.html#a0eef42b73a98454126679bf259e0831e">gameplay::Node::setAudioSource</a> </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_audio_source.html">AudioSource</a> * </td>
- <td class="paramname"><em>audio</em></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Attaches an audio source to this node.</p>
- <p>This will increase the reference count of the new audio source and decrease the reference count of the old audio source.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">audio</td><td>The new audio source. May be NULL. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="a320998fd768ae47558ba7ad77a60074a"></a><!-- doxytag: member="gameplay::Node::setBoundsDirty" ref="a320998fd768ae47558ba7ad77a60074a" args="()" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_node.html#a320998fd768ae47558ba7ad77a60074a">gameplay::Node::setBoundsDirty</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td><code> [protected]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Marks the bounding volume of the node as dirty. </p>
- </div>
- </div>
- <a class="anchor" id="aa92e79f39c36188912c7288356cbb340"></a><!-- doxytag: member="gameplay::Node::setCamera" ref="aa92e79f39c36188912c7288356cbb340" args="(Camera *camera)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_node.html#aa92e79f39c36188912c7288356cbb340">gameplay::Node::setCamera</a> </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_camera.html">Camera</a> * </td>
- <td class="paramname"><em>camera</em></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Attaches a camera to this node.</p>
- <p>This will increase the reference count of the new camera and decrease the reference count of the old camera.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">camera</td><td>The new camera. May be NULL. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="a726f8ec665dd9f87769455bcbf405d57"></a><!-- doxytag: member="gameplay::Node::setCollisionObject" ref="a726f8ec665dd9f87769455bcbf405d57" args="(PhysicsCollisionObject::Type type, const PhysicsCollisionShape::Definition &shape=PhysicsCollisionShape::box(), PhysicsRigidBody::Parameters *rigidBodyParameters=NULL, int group=PHYSICS_COLLISION_GROUP_DEFAULT, int mask=PHYSICS_COLLISION_MASK_DEFAULT)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_physics_collision_object.html">PhysicsCollisionObject</a>* <a class="el" href="classgameplay_1_1_node.html#a726f8ec665dd9f87769455bcbf405d57">gameplay::Node::setCollisionObject</a> </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_physics_collision_object.html#a99aa09f043883dcd33865cd582de463e">PhysicsCollisionObject::Type</a> </td>
- <td class="paramname"><em>type</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">const <a class="el" href="structgameplay_1_1_physics_collision_shape_1_1_definition.html">PhysicsCollisionShape::Definition</a> & </td>
- <td class="paramname"><em>shape</em> = <code><a class="el" href="classgameplay_1_1_physics_collision_shape.html#a26d78ad2920bcb8f9cd28d600fd43358">PhysicsCollisionShape::box</a>()</code>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype"><a class="el" href="structgameplay_1_1_physics_rigid_body_1_1_parameters.html">PhysicsRigidBody::Parameters</a> * </td>
- <td class="paramname"><em>rigidBodyParameters</em> = <code>NULL</code>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">int </td>
- <td class="paramname"><em>group</em> = <code>PHYSICS_COLLISION_GROUP_DEFAULT</code>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">int </td>
- <td class="paramname"><em>mask</em> = <code>PHYSICS_COLLISION_MASK_DEFAULT</code> </td>
- </tr>
- <tr>
- <td></td>
- <td>)</td>
- <td></td><td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Sets (or disables) the physics collision object for this node.</p>
- <p>The supported collision object types include rigid bodies, ghost objects, characters, vehicles, and vehicle wheels.</p>
- <p>Rigid bodies are used to represent most physical objects in a game. The important feature of rigid bodies is that they can be simulated by the physics system as other rigid bodies or collision objects collide with them. To support this physics simulation, rigid bodies require additional parameters, such as mass, friction and restitution to define their physical features. These parameters can be passed into the 'rigidBodyParameters' parameter.</p>
- <p>Vehicles consist of a rigid body with wheels. The rigid body parameters can be passed-in via the 'rigidBodyParameters' parameter, and wheels can be added to the vehicle.</p>
- <p>Ghost objects are a simple type of collision object that are not simulated. By default they pass through other objects in the scene without affecting them. Ghost objects do receive collision events however, which makes them useful for representing non-simulated entities in a game that still require collision events, such as volumetric triggers, power-ups, etc.</p>
- <p>Characters are an extension of ghost objects which provide a number of additional features for animating and moving characters within a game. Characters are represented as ghost objects instead of rigid bodies to allow more direct control over character movement, since attempting to model a physics character with a simulated rigid body usually results in unresponsive and unpredictable character movement. Unlike normal ghost objects, characters to react to other characters and rigid bodies in the world. Characters react to gravity and collide (and respond) with rigid bodies to allow them to walk on the ground, slide along walls and walk up/down slopes and stairs.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">type</td><td>The type of the collision object to set; to disable the physics collision object, pass <a class="el" href="classgameplay_1_1_physics_collision_object.html#a99aa09f043883dcd33865cd582de463ea029d6253cd9568502b63edec460ee0ce">PhysicsCollisionObject::NONE</a>. </td></tr>
- <tr><td class="paramname">shape</td><td>Definition of a physics collision shape to be used for this collision object. Use the static shape methods on the <a class="el" href="classgameplay_1_1_physics_collision_shape.html">PhysicsCollisionShape</a> class to specify a shape definition, such as <a class="el" href="classgameplay_1_1_physics_collision_shape.html#a26d78ad2920bcb8f9cd28d600fd43358">PhysicsCollisionShape::box()</a>. </td></tr>
- <tr><td class="paramname">rigidBodyParameters</td><td>If type is <a class="el" href="classgameplay_1_1_physics_collision_object.html#a99aa09f043883dcd33865cd582de463ea07cc1b95ca294433692b4d81591cff82">PhysicsCollisionObject::RIGID_BODY</a> or <a class="el" href="classgameplay_1_1_physics_collision_object.html#a99aa09f043883dcd33865cd582de463ea1dca7e68482bbb04661ddd74cb078009">PhysicsCollisionObject::VEHICLE</a>, this must point to a valid rigid body parameters object containing information about the rigid body; otherwise, this parameter may be NULL. </td></tr>
- <tr><td class="paramname">group</td><td>Group identifier of the object for collision filtering. </td></tr>
- <tr><td class="paramname">mask</td><td>Bitmask to filter groups of objects to collide with this one. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="af6fb0a364ebf43657d8bad8113f57773"></a><!-- doxytag: member="gameplay::Node::setCollisionObject" ref="af6fb0a364ebf43657d8bad8113f57773" args="(const char *url)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_physics_collision_object.html">PhysicsCollisionObject</a>* <a class="el" href="classgameplay_1_1_node.html#a726f8ec665dd9f87769455bcbf405d57">gameplay::Node::setCollisionObject</a> </td>
- <td>(</td>
- <td class="paramtype">const char * </td>
- <td class="paramname"><em>url</em></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Sets the physics collision object for this node using the data from the <a class="el" href="classgameplay_1_1_properties.html">Properties</a> object defined at the specified URL, where the URL is of the format "<file-path>.<extension>#<namespace-id>/<namespace-id>/.../<namespace-id>" (and "#<namespace-id>/<namespace-id>/.../<namespace-id>" is optional).</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">url</td><td>The URL pointing to the <a class="el" href="classgameplay_1_1_properties.html">Properties</a> object defining the physics collision object. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="ae1dd56170ef12a58b6e12fe420b0632e"></a><!-- doxytag: member="gameplay::Node::setDrawable" ref="ae1dd56170ef12a58b6e12fe420b0632e" args="(Drawable *drawable)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_node.html#ae1dd56170ef12a58b6e12fe420b0632e">gameplay::Node::setDrawable</a> </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_drawable.html">Drawable</a> * </td>
- <td class="paramname"><em>drawable</em></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Set the drawable object to be attached to this node</p>
- <p>This is typically a <a class="el" href="classgameplay_1_1_model.html">Model</a>, ParticleEmiiter, <a class="el" href="classgameplay_1_1_form.html">Form</a>, Terrrain, <a class="el" href="classgameplay_1_1_sprite.html">Sprite</a>, <a class="el" href="classgameplay_1_1_tile_set.html">TileSet</a> or <a class="el" href="classgameplay_1_1_text.html">Text</a>.</p>
- <p>This will increase the reference count of the new drawble and decrease the reference count of the old drawable.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">drawable</td><td>The new drawable component. May be NULL. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="ab2fb0cb4eaf093125d46206aeee90e72"></a><!-- doxytag: member="gameplay::Node::setEnabled" ref="ab2fb0cb4eaf093125d46206aeee90e72" args="(bool enabled)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_node.html#ab2fb0cb4eaf093125d46206aeee90e72">gameplay::Node::setEnabled</a> </td>
- <td>(</td>
- <td class="paramtype">bool </td>
- <td class="paramname"><em>enabled</em></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Sets if the node is enabled in the scene.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">enabled</td><td>if the node is enabled in the scene. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="ae211acf4c2b9c326d33dd679d8a2612c"></a><!-- doxytag: member="gameplay::Node::setId" ref="ae211acf4c2b9c326d33dd679d8a2612c" args="(const char *id)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_node.html#ae211acf4c2b9c326d33dd679d8a2612c">gameplay::Node::setId</a> </td>
- <td>(</td>
- <td class="paramtype">const char * </td>
- <td class="paramname"><em>id</em></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Sets the identifier for the node.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">id</td><td>The identifier to set for the node. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="aaf77efed0146acb8fad73497916818f8"></a><!-- doxytag: member="gameplay::Node::setLight" ref="aaf77efed0146acb8fad73497916818f8" args="(Light *light)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_node.html#aaf77efed0146acb8fad73497916818f8">gameplay::Node::setLight</a> </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_light.html">Light</a> * </td>
- <td class="paramname"><em>light</em></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Attaches a light to this node.</p>
- <p>This will increase the reference count of the new light and decrease the reference count of the old light.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">light</td><td>The new light. May be NULL. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="ad26da2c7c0c3f5313c9a4d7dd04fe2fd"></a><!-- doxytag: member="gameplay::Node::setTag" ref="ad26da2c7c0c3f5313c9a4d7dd04fe2fd" args="(const char *name, const char *value="")" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_node.html#ad26da2c7c0c3f5313c9a4d7dd04fe2fd">gameplay::Node::setTag</a> </td>
- <td>(</td>
- <td class="paramtype">const char * </td>
- <td class="paramname"><em>name</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">const char * </td>
- <td class="paramname"><em>value</em> = <code>""</code> </td>
- </tr>
- <tr>
- <td></td>
- <td>)</td>
- <td></td><td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Sets a tag on this <a class="el" href="classgameplay_1_1_node.html">Node</a>.</p>
- <p>tags can be used for a variety of purposes within a game. For example, a tag called "transparent" can be added to nodes, to indicate which nodes in a scene are transparent. This tag can then be read during rendering to sort transparent and opaque objects for correct drawing order.</p>
- <p>Setting a tag to NULL removes the tag from the <a class="el" href="classgameplay_1_1_node.html">Node</a>.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">name</td><td>Name of the tag to set. </td></tr>
- <tr><td class="paramname">value</td><td>Optional value of the tag (empty string by default). </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="a524c2bd552c3325cb669e4d00dc5cfb3"></a><!-- doxytag: member="gameplay::Node::setUserObject" ref="a524c2bd552c3325cb669e4d00dc5cfb3" args="(Ref *obj)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_node.html#a524c2bd552c3325cb669e4d00dc5cfb3">gameplay::Node::setUserObject</a> </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_ref.html">Ref</a> * </td>
- <td class="paramname"><em>obj</em></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Sets a user object to be assigned object to this node.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">obj</td><td>The user object assigned object to this node. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="a7d9e0a5ff4b151d540ef2cddf0e1cb7e"></a><!-- doxytag: member="gameplay::Node::transformChanged" ref="a7d9e0a5ff4b151d540ef2cddf0e1cb7e" args="()" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_node.html#a7d9e0a5ff4b151d540ef2cddf0e1cb7e">gameplay::Node::transformChanged</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td><code> [protected, virtual]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Called when this <a class="el" href="classgameplay_1_1_node.html">Node</a>'s transform changes. </p>
- <p>Reimplemented from <a class="el" href="classgameplay_1_1_transform.html#a7d18ec434726facaee1bb233f3ddda56">gameplay::Transform</a>.</p>
- <p>Reimplemented in <a class="el" href="classgameplay_1_1_joint.html#af0ca30705f3d4ff515f799ab16133151">gameplay::Joint</a>.</p>
- </div>
- </div>
- <a class="anchor" id="a54961f9ed8bbda4b98195b9637958eea"></a><!-- doxytag: member="gameplay::Node::update" ref="a54961f9ed8bbda4b98195b9637958eea" args="(float elapsedTime)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_node.html#a54961f9ed8bbda4b98195b9637958eea">gameplay::Node::update</a> </td>
- <td>(</td>
- <td class="paramtype">float </td>
- <td class="paramname"><em>elapsedTime</em></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Called to update the state of this <a class="el" href="classgameplay_1_1_node.html">Node</a>.</p>
- <p>This method is called by <a class="el" href="classgameplay_1_1_scene.html#add189aadcbd93a7ffe3e6f2504a0799d">Scene::update(float)</a> to update the state of all active nodes in a scene. A <a class="el" href="classgameplay_1_1_node.html">Node</a> is considered active if Node::isActive() returns true.</p>
- <p>If any scripts are attached to the node, their update event will be fired.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">elapsedTime</td><td>Elapsed time in milliseconds. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <hr/><h2>Member Data Documentation</h2>
- <a class="anchor" id="a248ebe9a1818fbfd310ba363855547e7"></a><!-- doxytag: member="gameplay::Node::_agent" ref="a248ebe9a1818fbfd310ba363855547e7" args="" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_a_i_agent.html">AIAgent</a>* <a class="el" href="classgameplay_1_1_node.html#a248ebe9a1818fbfd310ba363855547e7">gameplay::Node::_agent</a><code> [mutable, protected]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>The AI agent component attached to this node. </p>
- </div>
- </div>
- <a class="anchor" id="ac837c4ea233f97e5c6f1a8b7af82ca6d"></a><!-- doxytag: member="gameplay::Node::_audioSource" ref="ac837c4ea233f97e5c6f1a8b7af82ca6d" args="" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_audio_source.html">AudioSource</a>* <a class="el" href="classgameplay_1_1_node.html#ac837c4ea233f97e5c6f1a8b7af82ca6d">gameplay::Node::_audioSource</a><code> [protected]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>The audio source component attached to this node. </p>
- </div>
- </div>
- <a class="anchor" id="aa45f1a5609704c99849b77b5db57b4b5"></a><!-- doxytag: member="gameplay::Node::_bounds" ref="aa45f1a5609704c99849b77b5db57b4b5" args="" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_bounding_sphere.html">BoundingSphere</a> <a class="el" href="classgameplay_1_1_node.html#aa45f1a5609704c99849b77b5db57b4b5">gameplay::Node::_bounds</a><code> [mutable, protected]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>The bounding sphere for this node. </p>
- </div>
- </div>
- <a class="anchor" id="a91121ca0be89e614ccfadef9fbced1b3"></a><!-- doxytag: member="gameplay::Node::_camera" ref="a91121ca0be89e614ccfadef9fbced1b3" args="" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_camera.html">Camera</a>* <a class="el" href="classgameplay_1_1_node.html#a91121ca0be89e614ccfadef9fbced1b3">gameplay::Node::_camera</a><code> [protected]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>The camera component attached to this node. </p>
- </div>
- </div>
- <a class="anchor" id="a838bd72a5257af82d4a84bbd64bb9181"></a><!-- doxytag: member="gameplay::Node::_childCount" ref="a838bd72a5257af82d4a84bbd64bb9181" args="" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">unsigned int <a class="el" href="classgameplay_1_1_node.html#a838bd72a5257af82d4a84bbd64bb9181">gameplay::Node::_childCount</a><code> [protected]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>The number of child nodes. </p>
- </div>
- </div>
- <a class="anchor" id="a424aa4eb0818087cfcf057e7bcf101ba"></a><!-- doxytag: member="gameplay::Node::_collisionObject" ref="a424aa4eb0818087cfcf057e7bcf101ba" args="" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_physics_collision_object.html">PhysicsCollisionObject</a>* <a class="el" href="classgameplay_1_1_node.html#a424aa4eb0818087cfcf057e7bcf101ba">gameplay::Node::_collisionObject</a><code> [protected]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>The collision object component attached to this node. </p>
- </div>
- </div>
- <a class="anchor" id="a66652f93aec036a5c51f217351e0acd4"></a><!-- doxytag: member="gameplay::Node::_dirtyBits" ref="a66652f93aec036a5c51f217351e0acd4" args="" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">int <a class="el" href="classgameplay_1_1_node.html#a66652f93aec036a5c51f217351e0acd4">gameplay::Node::_dirtyBits</a><code> [mutable, protected]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>The dirty bits used for optimization. </p>
- </div>
- </div>
- <a class="anchor" id="a95e8b9d2ca3806380ec6569cb87b5ae3"></a><!-- doxytag: member="gameplay::Node::_drawable" ref="a95e8b9d2ca3806380ec6569cb87b5ae3" args="" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_drawable.html">Drawable</a>* <a class="el" href="classgameplay_1_1_node.html#a95e8b9d2ca3806380ec6569cb87b5ae3">gameplay::Node::_drawable</a><code> [protected]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>The drawble component attached to this node. </p>
- </div>
- </div>
- <a class="anchor" id="a4aed116a4189e24cc9d6d5c94c224837"></a><!-- doxytag: member="gameplay::Node::_enabled" ref="a4aed116a4189e24cc9d6d5c94c224837" args="" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">bool <a class="el" href="classgameplay_1_1_node.html#a4aed116a4189e24cc9d6d5c94c224837">gameplay::Node::_enabled</a><code> [protected]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>If this node is enabled. Maybe different if parent is enabled/disabled. </p>
- </div>
- </div>
- <a class="anchor" id="aca4c56ae4210418baacb38cf60d3eee3"></a><!-- doxytag: member="gameplay::Node::_firstChild" ref="aca4c56ae4210418baacb38cf60d3eee3" args="" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_node.html">Node</a>* <a class="el" href="classgameplay_1_1_node.html#aca4c56ae4210418baacb38cf60d3eee3">gameplay::Node::_firstChild</a><code> [protected]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>The nodes first child. </p>
- </div>
- </div>
- <a class="anchor" id="a870ec141877c1ff17bdfb73a21885fd6"></a><!-- doxytag: member="gameplay::Node::_id" ref="a870ec141877c1ff17bdfb73a21885fd6" args="" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">std::string <a class="el" href="classgameplay_1_1_node.html#a870ec141877c1ff17bdfb73a21885fd6">gameplay::Node::_id</a><code> [protected]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>The nodes id. </p>
- </div>
- </div>
- <a class="anchor" id="aca8208dfbc190ec33dee5b7e1857bd52"></a><!-- doxytag: member="gameplay::Node::_light" ref="aca8208dfbc190ec33dee5b7e1857bd52" args="" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_light.html">Light</a>* <a class="el" href="classgameplay_1_1_node.html#aca8208dfbc190ec33dee5b7e1857bd52">gameplay::Node::_light</a><code> [protected]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>The light component attached to this node. </p>
- </div>
- </div>
- <a class="anchor" id="a8b8f1589ca46b9acc1ebdaf0ed0e9c11"></a><!-- doxytag: member="gameplay::Node::_nextSibling" ref="a8b8f1589ca46b9acc1ebdaf0ed0e9c11" args="" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_node.html">Node</a>* <a class="el" href="classgameplay_1_1_node.html#a8b8f1589ca46b9acc1ebdaf0ed0e9c11">gameplay::Node::_nextSibling</a><code> [protected]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>The nodes next sibiling. </p>
- </div>
- </div>
- <a class="anchor" id="a069c03f7125b60c187ad0c443d459fe6"></a><!-- doxytag: member="gameplay::Node::_parent" ref="a069c03f7125b60c187ad0c443d459fe6" args="" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_node.html">Node</a>* <a class="el" href="classgameplay_1_1_node.html#a069c03f7125b60c187ad0c443d459fe6">gameplay::Node::_parent</a><code> [protected]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>The nodes parent. </p>
- </div>
- </div>
- <a class="anchor" id="a184343e28a4da222bd16ba805fc8fdc5"></a><!-- doxytag: member="gameplay::Node::_prevSibling" ref="a184343e28a4da222bd16ba805fc8fdc5" args="" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_node.html">Node</a>* <a class="el" href="classgameplay_1_1_node.html#a184343e28a4da222bd16ba805fc8fdc5">gameplay::Node::_prevSibling</a><code> [protected]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>The nodes previous sibiling. </p>
- </div>
- </div>
- <a class="anchor" id="ae2ab3598cd3d86143d25cffb970e09a4"></a><!-- doxytag: member="gameplay::Node::_scene" ref="ae2ab3598cd3d86143d25cffb970e09a4" args="" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_scene.html">Scene</a>* <a class="el" href="classgameplay_1_1_node.html#ae2ab3598cd3d86143d25cffb970e09a4">gameplay::Node::_scene</a><code> [protected]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>The scene this node is attached to. </p>
- </div>
- </div>
- <a class="anchor" id="a3dd518dd2a718c9fa29d97570cba0ce0"></a><!-- doxytag: member="gameplay::Node::_tags" ref="a3dd518dd2a718c9fa29d97570cba0ce0" args="" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">std::map<std::string, std::string>* <a class="el" href="classgameplay_1_1_node.html#a3dd518dd2a718c9fa29d97570cba0ce0">gameplay::Node::_tags</a><code> [protected]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Tags assigned to this node. </p>
- </div>
- </div>
- <a class="anchor" id="acfdb2e379a4cab00e2c302edeaf8d466"></a><!-- doxytag: member="gameplay::Node::_userObject" ref="acfdb2e379a4cab00e2c302edeaf8d466" args="" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_ref.html">Ref</a>* <a class="el" href="classgameplay_1_1_node.html#acfdb2e379a4cab00e2c302edeaf8d466">gameplay::Node::_userObject</a><code> [protected]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>The user object component attached to this node. </p>
- </div>
- </div>
- <a class="anchor" id="a2a0688d2ca497dcbfe1adbd4195f6d68"></a><!-- doxytag: member="gameplay::Node::_world" ref="a2a0688d2ca497dcbfe1adbd4195f6d68" args="" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_matrix.html">Matrix</a> <a class="el" href="classgameplay_1_1_node.html#a2a0688d2ca497dcbfe1adbd4195f6d68">gameplay::Node::_world</a><code> [mutable, protected]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>The world matrix for this node. </p>
- </div>
- </div>
- </div><!-- contents -->
- <!-- window showing the filter options -->
- <div id="MSearchSelectWindow"
- onmouseover="return searchBox.OnSearchSelectShow()"
- onmouseout="return searchBox.OnSearchSelectHide()"
- onkeydown="return searchBox.OnSearchSelectKey(event)">
- <a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(0)"><span class="SelectionMark"> </span>All</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(1)"><span class="SelectionMark"> </span>Classes</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(2)"><span class="SelectionMark"> </span>Functions</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(3)"><span class="SelectionMark"> </span>Variables</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(4)"><span class="SelectionMark"> </span>Typedefs</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(5)"><span class="SelectionMark"> </span>Enumerations</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(6)"><span class="SelectionMark"> </span>Enumerator</a></div>
- <!-- iframe showing the search results (closed by default) -->
- <div id="MSearchResultsWindow">
- <iframe src="javascript:void(0)" frameborder="0"
- name="MSearchResults" id="MSearchResults">
- </iframe>
- </div>
- <hr class="footer"/><address class="footer"><small>
- Generated on Sat Jan 24 2015 15:29:43 for gameplay by  <a href="http://www.doxygen.org/index.html">
- <img class="footer" src="doxygen.png" alt="doxygen"/>
- </a> 1.7.6.1
- </small></address>
- </body>
- </html>
|