C# Class FBX.Scene.Nodes.Node

The base scene node class that holds a Local->Parent transform
Inheritance: IDisposable
显示文件 Open project: Patapom/GodComplex Class Usage Examples

Protected Properties

Property Type Description
m_Children List
m_DeltaPivot Vector
m_DeltaPosition Vector
m_DeltaRotation Quat
m_ID int
m_Local2Parent Matrix4x4
m_Local2World Matrix4x4
m_Name string
m_Owner Scene
m_Parent Node
m_PreviousLocal2World Matrix4x4
m_bDeltaMotionDirty bool
m_bFirstLocal2WorldAssignment bool
m_bPropagatedVisibility bool
m_bStateDirty bool
m_bVisible bool

Public Methods

Method Description
AddChild ( Node _Child ) : void
ComputeDeltaPositionRotation ( Vector &_DeltaPosition, Quat &_DeltaRotation, Vector &_Pivot ) : void

This is a helper to compute relative motion between current and last frame, usually used for motion blur

Dispose ( ) : void
PropagateState ( ) : bool

Propagates this node's state to its children (e.g. visibility, Local2World transform, etc.) This should be done only once per frame and is usually automatically taken care of by the renderer

RemoveChild ( Node _Child ) : void
ToString ( ) : string

Protected Methods

Method Description
DisposeSpecific ( ) : void
LoadSpecific ( System _Reader ) : void
PropagateDirtyState ( ) : void

Mark this node and children as dirty

SaveSpecific ( System _Writer ) : void

Private Methods

Method Description
Node ( Scene _Owner, Node _Parent, System _Reader ) : System

Creates a scene node from a stream

Node ( Scene _Owner, int _ID, string _Name, Node _Parent, Matrix4x4 _Local2Parent ) : System

Creates a new scene node

RestoreReferences ( ) : void

Override this to restore internal references once the scene has loaded

Save ( System _Writer ) : void

Method Details

AddChild() public method

public AddChild ( Node _Child ) : void
_Child Node
return void

ComputeDeltaPositionRotation() public method

This is a helper to compute relative motion between current and last frame, usually used for motion blur
public ComputeDeltaPositionRotation ( Vector &_DeltaPosition, Quat &_DeltaRotation, Vector &_Pivot ) : void
_DeltaPosition Vector Returns the difference in position from last frame
_DeltaRotation Quat Returns the difference in rotation from last frame
_Pivot Vector Returns the pivot position the object rotated about
return void

Dispose() public method

public Dispose ( ) : void
return void

DisposeSpecific() protected method

protected DisposeSpecific ( ) : void
return void

LoadSpecific() protected method

protected LoadSpecific ( System _Reader ) : void
_Reader System
return void

PropagateDirtyState() protected method

Mark this node and children as dirty
protected PropagateDirtyState ( ) : void
return void

PropagateState() public method

Propagates this node's state to its children (e.g. visibility, Local2World transform, etc.) This should be done only once per frame and is usually automatically taken care of by the renderer
public PropagateState ( ) : bool
return bool

RemoveChild() public method

public RemoveChild ( Node _Child ) : void
_Child Node
return void

SaveSpecific() protected method

protected SaveSpecific ( System _Writer ) : void
_Writer System
return void

ToString() public method

public ToString ( ) : string
return string

Property Details

m_Children protected_oe property

protected List m_Children
return List

m_DeltaPivot protected_oe property

protected Vector m_DeltaPivot
return Vector

m_DeltaPosition protected_oe property

protected Vector m_DeltaPosition
return Vector

m_DeltaRotation protected_oe property

protected Quat m_DeltaRotation
return Quat

m_ID protected_oe property

protected int m_ID
return int

m_Local2Parent protected_oe property

protected Matrix4x4 m_Local2Parent
return Matrix4x4

m_Local2World protected_oe property

protected Matrix4x4 m_Local2World
return Matrix4x4

m_Name protected_oe property

protected string m_Name
return string

m_Owner protected_oe property

protected Scene m_Owner
return Scene

m_Parent protected_oe property

protected Node,FBX.Scene.Nodes m_Parent
return Node

m_PreviousLocal2World protected_oe property

protected Matrix4x4 m_PreviousLocal2World
return Matrix4x4

m_bDeltaMotionDirty protected_oe property

protected bool m_bDeltaMotionDirty
return bool

m_bFirstLocal2WorldAssignment protected_oe property

protected bool m_bFirstLocal2WorldAssignment
return bool

m_bPropagatedVisibility protected_oe property

protected bool m_bPropagatedVisibility
return bool

m_bStateDirty protected_oe property

protected bool m_bStateDirty
return bool

m_bVisible protected_oe property

protected bool m_bVisible
return bool