C# Class Axiom.Core.Node

Class representing a general-purpose node an articulated scene graph.
A node in the scene graph is a node in a structured tree. A node contains information about the transformation which will apply to it and all of its children. Child nodes can have transforms of their own, which are combined with their parent's transformations. This is an abstract class - concrete classes are based on this for specific purposes, e.g. SceneNode, Bone
Inheritance: IRenderable
Afficher le fichier Open project: WolfgangSt/axiom Class Usage Examples

Protected Properties

Свойство Type Description
accumAnimWeight float
cachedRelativeTransform Axiom.MathLib.Matrix4
cachedTransform Axiom.MathLib.Matrix4
childNodes Axiom.Collections.NodeCollection
childrenToUpdate Axiom.Collections.NodeCollection
customParams List
derivedOrientation Axiom.MathLib.Quaternion
derivedPosition Vector3
derivedScale Vector3
inheritOrientation bool
inheritScale bool
initialOrientation Axiom.MathLib.Quaternion
initialPosition Vector3
initialScale Vector3
isParentNotified bool
material Axiom.Graphics.Material
name string
needChildUpdate bool
needParentUpdate bool
needRelativeTransformUpdate bool
needTransformUpdate bool
nextUnnamedNodeExtNum long
nodeMaterial Axiom.Graphics.Material
nodeSubMesh SubMesh
orientation Axiom.MathLib.Quaternion
parent Node
position Vector3
rotationFromInitial Axiom.MathLib.Quaternion
scale Vector3
scaleFromInitial Vector3
subMesh SubMesh
suppressUpdateEvent bool
translationFromInitial Vector3

Méthodes publiques

Méthode Description
AddChild ( Node child ) : void

Adds a node to the list of children of this node.

CancelUpdate ( Node child ) : void

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

CreateChild ( ) : Node

Creates a new Child node.

CreateChild ( Vector3 translate ) : Node

Creates a new child node.

CreateChild ( Vector3 translate, Axiom.MathLib.Quaternion rotate ) : Node

Creates a new child node.

CreateChild ( string name ) : Node

Creates a new name child node.

CreateChild ( string name, Vector3 translate ) : Node

Creates a new named child node.

CreateChild ( string name, Vector3 translate, Axiom.MathLib.Quaternion rotate ) : Node

Creates a new named child node.

GetChild ( string name ) : Node

Gets a child node by name.

GetDebugRenderable ( ) : Node.DebugRenderable
GetDebugRenderable ( Real scaling ) : Node.DebugRenderable
GetSquaredViewDepth ( Camera camera ) : float

GetWorldTransforms ( Axiom.MathLib.Matrix4 matrices ) : void

HasChild ( Node node ) : bool

Whether the specified node is a child of this node.

HasChild ( string name ) : bool

Whether this node contains a child of the specified name

NeedUpdate ( ) : void

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

This not only tags the node state as being 'dirty', it also requests its parent to know about its dirtiness so it will get an update next time.

NeedUpdate ( bool forceParentUpdate ) : void
Node ( ) : System

Node ( string name ) : System

OnUpdatedFromParent ( ) : void
Pitch ( float degrees ) : void

Rotate the node around the X-axis.

Pitch ( float degrees, TransformSpace relativeTo ) : void

Rotate the node around the X-axis.

ProcessQueuedUpdates ( ) : void
QueueNeedUpdate ( Node node ) : void
RemoveAllChildren ( ) : void

Removes all child nodes attached to this node.

RemoveChild ( string name ) : Node

Removes the child node with the specified name.

RemoveChild ( Node child ) : void

Removes the specifed node that is a child of this node.

RemoveFromParent ( ) : void

Removes the node from parent node if any

RequestUpdate ( Node child ) : void

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

ResetOrientation ( ) : void

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

ResetToInitialState ( ) : void

Resets the position / orientation / scale of this node to its initial state, see SetInitialState for more info.

Roll ( float degrees ) : void

Rotate the node around the Z-axis.

Roll ( float degrees, TransformSpace relativeTo ) : void

Rotate the node around the Z-axis.

Rotate ( Axiom.MathLib.Quaternion rotation ) : void

Rotate the node around an arbitrary axis using a Quaternion.

Rotate ( Axiom.MathLib.Quaternion rotation, TransformSpace relativeTo ) : void

Rotate the node around an arbitrary axis using a Quaternion.

Rotate ( Vector3 axis, float degrees ) : void

Rotate the node around an arbitrary axis.

Rotate ( Vector3 axis, float degrees, TransformSpace relativeTo ) : void

Rotate the node around an arbitrary axis.

ScaleBy ( Vector3 factor ) : void

Scales the node, combining its current scale with the passed in scaling factor.

This method applies an extra scaling factor to the node's existing scale, (unlike setScale which overwrites it) combining its current scale with the new one. E.g. calling this method twice with Vector3(2,2,2) would have the same effect as setScale(Vector3(4,4,4)) if the existing scale was 1. Note that like rotations, scalings are oriented around the node's origin.

SetInitialState ( ) : void

Sets the current transform of this node to be the 'initial state' ie that position / orientation / scale to be used as a basis for delta values used in keyframe animation.

You never need to call this method unless you plan to animate this node. If you do plan to animate it, call this method once you've loaded the node with its base state, ie the state on which all keyframes are based. If you never call this method, the initial state is the identity transform (do nothing) and a position of zero

Translate ( Matrix3 axes, Vector3 move ) : void

Moves the node along arbitrary axes.

This method translates the node by a vector which is relative to a custom set of axes.

Translate ( Matrix3 axes, Vector3 move, TransformSpace relativeTo ) : void

Moves the node along arbitrary axes.

This method translates the node by a vector which is relative to a custom set of axes.

Translate ( Vector3 translate ) : void

Moves the node along the cartesian axes. This method moves the node by the supplied vector along the world cartesian axes, i.e. along world x,y,z

Translate ( Vector3 translate, TransformSpace relativeTo ) : void

Moves the node along the cartesian axes. This method moves the node by the supplied vector along the world cartesian axes, i.e. along world x,y,z

Yaw ( float degrees ) : void

Rotate the node around the Y-axis.

Yaw ( float degrees, TransformSpace relativeTo ) : void

Rotate the node around the Y-axis.

Méthodes protégées

Méthode Description
CreateChildImpl ( ) : Node

Must be overridden in subclasses. Specifies how a Node is created. CreateChild uses this to create a new one and add it to the list of child nodes. This allows subclasses to not have to override CreateChild and duplicate all its functionality.

CreateChildImpl ( string name ) : Node

Must be overridden in subclasses. Specifies how a Node is created. CreateChild uses this to create a new one and add it to the list of child nodes. This allows subclasses to not have to override CreateChild and duplicate all its functionality.

MakeInverseTransform ( Vector3 position, Vector3 scale, Axiom.MathLib.Quaternion orientation, Axiom.MathLib.Matrix4 &destMatrix ) : void

Internal method for building an inverse Matrix4 from orientation / scale / position.

As makeTransform except it build the inverse given the same data as makeTransform, so performing -translation, 1/scale, -rotate in that order.

MakeTransform ( Vector3 position, Vector3 scale, Axiom.MathLib.Quaternion orientation, Axiom.MathLib.Matrix4 &destMatrix ) : void

Internal method for building a Matrix4 from orientation / scale / position.

Transform is performed in the order scale, rotate, translation, i.e. translation is independent of orientation axes, scale does not affect size of translation, rotation and scaling are always centered on the origin.

NotifyOfNewParent ( Node newParent ) : void
OnRename ( string oldName ) : void

Can be overriden in derived classes to fire an event or rekey this node in the collections which contain it

RemoveChild ( Node child, bool removeFromInternalList ) : void

Internal method to remove a child of this node, keeping it in the list of child nodes by option. Useful when enumerating the list of children while removing them too.

Update ( bool updateChildren, bool hasParentChanged ) : void

Internal method to update the Node. Updates this node and any relevant children to incorporate transforms etc. Don't call this yourself unless you are writing a SceneManager implementation.

UpdateFromParent ( ) : void

Triggers the node to update its combined transforms. This method is called internally by the engine to ask the node to update its complete transformation based on its parents derived transform.

dispose ( bool disposeManagedResources ) : void

Class level dispose method

When implementing this method in an inherited class the following template should be used; protected override void dispose( bool disposeManagedResources ) { if ( !isDisposed ) { if ( disposeManagedResources ) { // Dispose managed resources. } // There are no unmanaged resources to release, but // if we add them, they need to be released here. } // If it is available, make the call to the // base class's Dispose(Boolean) method base.dispose( disposeManagedResources ); }

Private Methods

Méthode Description
Clear ( ) : void

Simply clears the collection of children.

WeightedTransform ( float weight, Vector3 translate, Axiom.MathLib.Quaternion rotate, Vector3 scale ) : void

This method transforms a Node by a weighted amount from its initial state. If weighted transforms have already been applied, the previous transforms and this one are blended together based on their relative weight. This method should not be used in combination with the unweighted rotate, translate etc methods.

WeightedTransform ( float weight, Vector3 translate, Axiom.MathLib.Quaternion rotate, Vector3 scale, bool lookInMovementDirection ) : void

This method transforms a Node by a weighted amount from its initial state. If weighted transforms have already been applied, the previous transforms and this one are blended together based on their relative weight. This method should not be used in combination with the unweighted rotate, translate etc methods.

Method Details

AddChild() public méthode

Adds a node to the list of children of this node.
public AddChild ( Node child ) : void
child Node
Résultat void

CancelUpdate() public méthode

Called by children to notify their parent that they no longer need an update.
public CancelUpdate ( Node child ) : void
child Node
Résultat void

CreateChild() public méthode

Creates a new Child node.
public CreateChild ( ) : Node
Résultat Node

CreateChild() public méthode

Creates a new child node.
public CreateChild ( Vector3 translate ) : Node
translate Vector3 A vector to specify the position relative to the parent.
Résultat Node

CreateChild() public méthode

Creates a new child node.
public CreateChild ( Vector3 translate, Axiom.MathLib.Quaternion rotate ) : Node
translate Vector3 A vector to specify the position relative to the parent.
rotate Axiom.MathLib.Quaternion A quaternion to specify the orientation relative to the parent.
Résultat Node

CreateChild() public méthode

Creates a new name child node.
public CreateChild ( string name ) : Node
name string
Résultat Node

CreateChild() public méthode

Creates a new named child node.
public CreateChild ( string name, Vector3 translate ) : Node
name string Name of the node.
translate Vector3 A vector to specify the position relative to the parent.
Résultat Node

CreateChild() public méthode

Creates a new named child node.
public CreateChild ( string name, Vector3 translate, Axiom.MathLib.Quaternion rotate ) : Node
name string Name of the node.
translate Vector3 A vector to specify the position relative to the parent.
rotate Axiom.MathLib.Quaternion A quaternion to specify the orientation relative to the parent.
Résultat Node

CreateChildImpl() protected abstract méthode

Must be overridden in subclasses. Specifies how a Node is created. CreateChild uses this to create a new one and add it to the list of child nodes. This allows subclasses to not have to override CreateChild and duplicate all its functionality.
protected abstract CreateChildImpl ( ) : Node
Résultat Node

CreateChildImpl() protected abstract méthode

Must be overridden in subclasses. Specifies how a Node is created. CreateChild uses this to create a new one and add it to the list of child nodes. This allows subclasses to not have to override CreateChild and duplicate all its functionality.
protected abstract CreateChildImpl ( string name ) : Node
name string The name of the node to add.
Résultat Node

GetChild() public méthode

Gets a child node by name.
public GetChild ( string name ) : Node
name string
Résultat Node

GetDebugRenderable() public méthode

public GetDebugRenderable ( ) : Node.DebugRenderable
Résultat Node.DebugRenderable

GetDebugRenderable() public méthode

public GetDebugRenderable ( Real scaling ) : Node.DebugRenderable
scaling Real
Résultat Node.DebugRenderable

GetSquaredViewDepth() public méthode

public GetSquaredViewDepth ( Camera camera ) : float
camera Camera
Résultat float

GetWorldTransforms() public méthode

public GetWorldTransforms ( Axiom.MathLib.Matrix4 matrices ) : void
matrices Axiom.MathLib.Matrix4
Résultat void

HasChild() public méthode

Whether the specified node is a child of this node.
public HasChild ( Node node ) : bool
node Node
Résultat bool

HasChild() public méthode

Whether this node contains a child of the specified name
public HasChild ( string name ) : bool
name string
Résultat bool

MakeInverseTransform() protected méthode

Internal method for building an inverse Matrix4 from orientation / scale / position.
As makeTransform except it build the inverse given the same data as makeTransform, so performing -translation, 1/scale, -rotate in that order.
protected MakeInverseTransform ( Vector3 position, Vector3 scale, Axiom.MathLib.Quaternion orientation, Axiom.MathLib.Matrix4 &destMatrix ) : void
position Vector3
scale Vector3
orientation Axiom.MathLib.Quaternion
destMatrix Axiom.MathLib.Matrix4
Résultat void

MakeTransform() protected méthode

Internal method for building a Matrix4 from orientation / scale / position.
Transform is performed in the order scale, rotate, translation, i.e. translation is independent of orientation axes, scale does not affect size of translation, rotation and scaling are always centered on the origin.
protected MakeTransform ( Vector3 position, Vector3 scale, Axiom.MathLib.Quaternion orientation, Axiom.MathLib.Matrix4 &destMatrix ) : void
position Vector3
scale Vector3
orientation Axiom.MathLib.Quaternion
destMatrix Axiom.MathLib.Matrix4
Résultat void

NeedUpdate() public méthode

To be called in the event of transform changes to this node that require its recalculation.
This not only tags the node state as being 'dirty', it also requests its parent to know about its dirtiness so it will get an update next time.
public NeedUpdate ( ) : void
Résultat void

NeedUpdate() public méthode

public NeedUpdate ( bool forceParentUpdate ) : void
forceParentUpdate bool
Résultat void

Node() public méthode

public Node ( ) : System
Résultat System

Node() public méthode

public Node ( string name ) : System
name string
Résultat System

NotifyOfNewParent() protected méthode

protected NotifyOfNewParent ( Node newParent ) : void
newParent Node
Résultat void

OnRename() protected méthode

Can be overriden in derived classes to fire an event or rekey this node in the collections which contain it
protected OnRename ( string oldName ) : void
oldName string
Résultat void

OnUpdatedFromParent() public méthode

public OnUpdatedFromParent ( ) : void
Résultat void

Pitch() public méthode

Rotate the node around the X-axis.
public Pitch ( float degrees ) : void
degrees float
Résultat void

Pitch() public méthode

Rotate the node around the X-axis.
public Pitch ( float degrees, TransformSpace relativeTo ) : void
degrees float
relativeTo TransformSpace
Résultat void

ProcessQueuedUpdates() public static méthode

public static ProcessQueuedUpdates ( ) : void
Résultat void

QueueNeedUpdate() public static méthode

public static QueueNeedUpdate ( Node node ) : void
node Node
Résultat void

RemoveAllChildren() public méthode

Removes all child nodes attached to this node.
public RemoveAllChildren ( ) : void
Résultat void

RemoveChild() public méthode

Removes the child node with the specified name.
public RemoveChild ( string name ) : Node
name string Name of the child node
Résultat Node

RemoveChild() public méthode

Removes the specifed node that is a child of this node.
public RemoveChild ( Node child ) : void
child Node
Résultat void

RemoveChild() protected méthode

Internal method to remove a child of this node, keeping it in the list of child nodes by option. Useful when enumerating the list of children while removing them too.
protected RemoveChild ( Node child, bool removeFromInternalList ) : void
child Node
removeFromInternalList bool
Résultat void

RemoveFromParent() public méthode

Removes the node from parent node if any
public RemoveFromParent ( ) : void
Résultat void

RequestUpdate() public méthode

Called by children to notify their parent that they need an update.
public RequestUpdate ( Node child ) : void
child Node
Résultat void

ResetOrientation() public méthode

Resets the nodes orientation (local axes as world axes, no rotation).
public ResetOrientation ( ) : void
Résultat void

ResetToInitialState() public méthode

Resets the position / orientation / scale of this node to its initial state, see SetInitialState for more info.
public ResetToInitialState ( ) : void
Résultat void

Roll() public méthode

Rotate the node around the Z-axis.
public Roll ( float degrees ) : void
degrees float
Résultat void

Roll() public méthode

Rotate the node around the Z-axis.
public Roll ( float degrees, TransformSpace relativeTo ) : void
degrees float
relativeTo TransformSpace
Résultat void

Rotate() public méthode

Rotate the node around an arbitrary axis using a Quaternion.
public Rotate ( Axiom.MathLib.Quaternion rotation ) : void
rotation Axiom.MathLib.Quaternion
Résultat void

Rotate() public méthode

Rotate the node around an arbitrary axis using a Quaternion.
public Rotate ( Axiom.MathLib.Quaternion rotation, TransformSpace relativeTo ) : void
rotation Axiom.MathLib.Quaternion
relativeTo TransformSpace
Résultat void

Rotate() public méthode

Rotate the node around an arbitrary axis.
public Rotate ( Vector3 axis, float degrees ) : void
axis Vector3
degrees float
Résultat void

Rotate() public méthode

Rotate the node around an arbitrary axis.
public Rotate ( Vector3 axis, float degrees, TransformSpace relativeTo ) : void
axis Vector3
degrees float
relativeTo TransformSpace
Résultat void

ScaleBy() public méthode

Scales the node, combining its current scale with the passed in scaling factor.
This method applies an extra scaling factor to the node's existing scale, (unlike setScale which overwrites it) combining its current scale with the new one. E.g. calling this method twice with Vector3(2,2,2) would have the same effect as setScale(Vector3(4,4,4)) if the existing scale was 1. Note that like rotations, scalings are oriented around the node's origin.
public ScaleBy ( Vector3 factor ) : void
factor Vector3
Résultat void

SetInitialState() public méthode

Sets the current transform of this node to be the 'initial state' ie that position / orientation / scale to be used as a basis for delta values used in keyframe animation.
You never need to call this method unless you plan to animate this node. If you do plan to animate it, call this method once you've loaded the node with its base state, ie the state on which all keyframes are based. If you never call this method, the initial state is the identity transform (do nothing) and a position of zero
public SetInitialState ( ) : void
Résultat void

Translate() public méthode

Moves the node along arbitrary axes.
This method translates the node by a vector which is relative to a custom set of axes.
public Translate ( Matrix3 axes, Vector3 move ) : void
axes Matrix3 3x3 Matrix containg 3 column vectors each representing the /// X, Y and Z axes respectively. In this format the standard cartesian axes would be expressed as: /// 1 0 0 /// 0 1 0 /// 0 0 1 /// i.e. The Identity matrix. ///
move Vector3 Vector relative to the supplied axes.
Résultat void

Translate() public méthode

Moves the node along arbitrary axes.
This method translates the node by a vector which is relative to a custom set of axes.
public Translate ( Matrix3 axes, Vector3 move, TransformSpace relativeTo ) : void
axes Matrix3 3x3 Matrix containg 3 column vectors each representing the /// X, Y and Z axes respectively. In this format the standard cartesian axes would be expressed as: /// 1 0 0 /// 0 1 0 /// 0 0 1 /// i.e. The Identity matrix. ///
move Vector3 Vector relative to the supplied axes.
relativeTo TransformSpace
Résultat void

Translate() public méthode

Moves the node along the cartesian axes. This method moves the node by the supplied vector along the world cartesian axes, i.e. along world x,y,z
public Translate ( Vector3 translate ) : void
translate Vector3 Vector with x,y,z values representing the translation.
Résultat void

Translate() public méthode

Moves the node along the cartesian axes. This method moves the node by the supplied vector along the world cartesian axes, i.e. along world x,y,z
public Translate ( Vector3 translate, TransformSpace relativeTo ) : void
translate Vector3 Vector with x,y,z values representing the translation.
relativeTo TransformSpace
Résultat void

Update() protected méthode

Internal method to update the Node. Updates this node and any relevant children to incorporate transforms etc. Don't call this yourself unless you are writing a SceneManager implementation.
protected Update ( bool updateChildren, bool hasParentChanged ) : void
updateChildren bool If true, the update cascades down to all children. Specify false if you wish to /// update children separately, e.g. because of a more selective SceneManager implementation.
hasParentChanged bool if true then this will update its derived properties (scale, orientation, position) accoarding to the parent's
Résultat void

UpdateFromParent() protected méthode

Triggers the node to update its combined transforms. This method is called internally by the engine to ask the node to update its complete transformation based on its parents derived transform.
protected UpdateFromParent ( ) : void
Résultat void

Yaw() public méthode

Rotate the node around the Y-axis.
public Yaw ( float degrees ) : void
degrees float
Résultat void

Yaw() public méthode

Rotate the node around the Y-axis.
public Yaw ( float degrees, TransformSpace relativeTo ) : void
degrees float
relativeTo TransformSpace
Résultat void

dispose() protected méthode

Class level dispose method
When implementing this method in an inherited class the following template should be used; protected override void dispose( bool disposeManagedResources ) { if ( !isDisposed ) { if ( disposeManagedResources ) { // Dispose managed resources. } // There are no unmanaged resources to release, but // if we add them, they need to be released here. } // If it is available, make the call to the // base class's Dispose(Boolean) method base.dispose( disposeManagedResources ); }
protected dispose ( bool disposeManagedResources ) : void
disposeManagedResources bool True if Unmanaged resources should be released.
Résultat void

Property Details

accumAnimWeight protected_oe property

Weight of applied animations so far, used for blending.
protected float accumAnimWeight
Résultat float

cachedRelativeTransform protected_oe property

Cached relative transform as a 4x4 matrix.
protected Matrix4,Axiom.MathLib cachedRelativeTransform
Résultat Axiom.MathLib.Matrix4

cachedTransform protected_oe property

Cached derived transform as a 4x4 matrix.
protected Matrix4,Axiom.MathLib cachedTransform
Résultat Axiom.MathLib.Matrix4

childNodes protected_oe property

Collection of this nodes child nodes.
protected NodeCollection,Axiom.Collections childNodes
Résultat Axiom.Collections.NodeCollection

childrenToUpdate protected_oe property

Collection of this nodes child nodes.
protected NodeCollection,Axiom.Collections childrenToUpdate
Résultat Axiom.Collections.NodeCollection

customParams protected_oe property

protected List customParams
Résultat List

derivedOrientation protected_oe property

World orientation of this node based on parents orientation.
protected Quaternion,Axiom.MathLib derivedOrientation
Résultat Axiom.MathLib.Quaternion

derivedPosition protected_oe property

protected Vector3 derivedPosition
Résultat Vector3

derivedScale protected_oe property

protected Vector3 derivedScale
Résultat Vector3

inheritOrientation protected_oe property

protected bool inheritOrientation
Résultat bool

inheritScale protected_oe property

protected bool inheritScale
Résultat bool

initialOrientation protected_oe property

Original orientation of this node, used for resetting to original.
protected Quaternion,Axiom.MathLib initialOrientation
Résultat Axiom.MathLib.Quaternion

initialPosition protected_oe property

protected Vector3 initialPosition
Résultat Vector3

initialScale protected_oe property

protected Vector3 initialScale
Résultat Vector3

isParentNotified protected_oe property

Flag indicating that parent has been notified about update request.
protected bool isParentNotified
Résultat bool

material protected_oe static_oe property

protected static Material,Axiom.Graphics material
Résultat Axiom.Graphics.Material

name protected_oe property

Name of this node.
protected string name
Résultat string

needChildUpdate protected_oe property

Flag to indicate all children need to be updated.
protected bool needChildUpdate
Résultat bool

needParentUpdate protected_oe property

Flag to indicate own transform from parent is out of date.
protected bool needParentUpdate
Résultat bool

needRelativeTransformUpdate protected_oe property

protected bool needRelativeTransformUpdate
Résultat bool

needTransformUpdate protected_oe property

protected bool needTransformUpdate
Résultat bool

nextUnnamedNodeExtNum protected_oe static_oe property

protected static long nextUnnamedNodeExtNum
Résultat long

nodeMaterial protected_oe property

Material to be used is this node itself will be rendered (axes, or bones).
protected Material,Axiom.Graphics nodeMaterial
Résultat Axiom.Graphics.Material

nodeSubMesh protected_oe property

SubMesh to be used is this node itself will be rendered (axes, or bones).
protected SubMesh,Axiom.Core nodeSubMesh
Résultat SubMesh

orientation protected_oe property

Orientation of this node relative to its parent.
protected Quaternion,Axiom.MathLib orientation
Résultat Axiom.MathLib.Quaternion

parent protected_oe property

Parent node (if any)
protected Node,Axiom.Core parent
Résultat Node

position protected_oe property

Position of this node relative to its parent.
protected Vector3 position
Résultat Vector3

rotationFromInitial protected_oe property

protected Quaternion,Axiom.MathLib rotationFromInitial
Résultat Axiom.MathLib.Quaternion

scale protected_oe property

protected Vector3 scale
Résultat Vector3

scaleFromInitial protected_oe property

protected Vector3 scaleFromInitial
Résultat Vector3

subMesh protected_oe static_oe property

protected static SubMesh,Axiom.Core subMesh
Résultat SubMesh

suppressUpdateEvent protected_oe property

protected bool suppressUpdateEvent
Résultat bool

translationFromInitial protected_oe property

protected Vector3 translationFromInitial
Résultat Vector3