public abstract

Inheritance Graph

graph BT
	Node
	Node --> AttributeProvider
	Node --> ReferenceCounter
	AbstractCameraNode --> Node
	FakeInstanceNode --> Node
	GenericMetaNode --> Node
	GeometryNode --> Node
	GroupNode --> Node
	LightNode --> Node
	ParticleSystemNode --> Node
	Waypoint --> Node
	click Node "classMinSG_1_1Node"
	click AttributeProvider "classUtil_1_1AttributeProvider"
	click ReferenceCounter "classUtil_1_1ReferenceCounter"
	click AbstractCameraNode "classMinSG_1_1AbstractCameraNode"
	click FakeInstanceNode "classMinSG_1_1FakeInstanceNode"
	click GenericMetaNode "classMinSG_1_1GenericMetaNode"
	click GeometryNode "classMinSG_1_1GeometryNode"
	click GroupNode "classMinSG_1_1GroupNode"
	click LightNode "classMinSG_1_1LightNode"
	click ParticleSystemNode "classMinSG_1_1ParticleSystemNode"
	click Waypoint "classMinSG_1_1Waypoint"

Description

Base class of all nodes of the scene-graph.

[ Node ]

Note: ( > AttributeProvider) A node’s attribute’s key influences its handling.

See also: NodeAttributeModifier.h for details.

Classes

   
struct MinSG::Node::RelativeTransformation
struct MinSG::Node::WorldLocation

Main

   
   
  Node()
   
  Node(const Node & s)
   
  ~Node()
   
Node * clone(bool cloneAttributes) const
   
void destroy()
Make sure to keep a Reference to the node or call MinSG::destroy(node)

Parent node

   
   
GroupNode * getParent() const
   
Node * getRootNode()
   
bool hasParent() const
   
void addToParent( Util::WeakPointer < GroupNode > p)
   
Util::Reference < Node > removeFromParent()
   
void _setParent( Util::WeakPointer < GroupNode > p)

Node flags

   
   
bool isClosed() const
   
void setClosed(bool _closed)
   
bool isActive() const
   
void activate()
   
void deactivate()
   
bool isTempNode() const
   
void setTempNode(bool b)

Rendering layers

   
   
renderingLayerMask_t getRenderingLayers() const
   
void setRenderingLayers( renderingLayerMask_t l)
   
bool testRenderingLayer( renderingLayerMask_t l) const

Status flags

   
   
bool isDestroyed() const

Bounding Boxes

   
   
void worldBBChanged()
   
const Geometry::Box & getBB() const
   
void setFixedBB(const Geometry::Box & fixedBB)
   
bool hasFixedBB() const
   
void removeFixedBB()
   
const Geometry::Box & getWorldBB() const

Display

   
   
void doDisplay( FrameContext & context, const RenderParam & rp)
   
void display( FrameContext & context, const RenderParam & rp)

Information

   
   
size_t getMemoryUsage() const

Instances

   
   
Node * getPrototype() const
If the node is an instance, its prototype is returned; nullptr otherwise.
   
Util::GenericAttribute * findAttribute(const Util::StringIdentifier & key) const
   
bool isInstance() const
True iff the node is an instance of another node.
   
void _setPrototype( Node * n)
   
Node * createInstance(const Node * source)

States

   
   
typedef std::vector< std::pair< Util::Reference < State >, bool > > stateList_t
Attached states and their current status.
   
bool hasStates() const
   
void addState( State * sn)
   
void removeState( State * sn)
   
void removeStates()
   
const stateList_t * getStateListPtr() const
   
std::vector< State * > getStates() const

Transformation

   
   
Geometry::SRT & accessSRT() const
   
float getRelScaling() const
   
Geometry::Vec3 getRelOrigin() const
   
const Geometry::Matrix4x4 & getRelTransformationMatrix() const
   
const Geometry::Matrix4x4 * getRelTransformationMatrixPtr() const
   
const Geometry::SRT & getRelTransformationSRT() const
   
Geometry::Vec3 getWorldOrigin() const
   
const Geometry::Matrix4x4 & getWorldTransformationMatrix() const
   
const Geometry::Matrix4x4 * getWorldTransformationMatrixPtr() const
   
Geometry::SRT getWorldTransformationSRT() const
   
Geometry::Matrix4x4 getWorldToLocalMatrix() const
Returns the inverse of getWorldTransformationMatrix()
   
bool hasRelTransformation() const
   
bool hasRelTransformationSRT() const
   
void moveRel(const Geometry::Vec3 & v)
   
void moveLocal(const Geometry::Vec3 & v)
   
void resetRelTransformation()
Remove all relative transformations.
   
void resetRelRotation()
   
void rotateLocal(const Geometry::Angle & angle, const Geometry::Vec3 & v)
Rotate around a local direction around the object’s local origin (0,0,0).
   
void rotateRel(const Geometry::Angle & angle, const Geometry::Vec3 & v)
Rotate around a direction in the parent’s coordinate system around the object’s local origin (0,0,0).
   
void scale(float f)
   
void setRelScaling(float f)
   
void setRelOrigin(const Geometry::Vec3 & v)
   
void setRelRotation(const Geometry::Angle & angle, const Geometry::Vec3 & v)
   
void setRelRotation(const Geometry::Vec3 & dir, const Geometry::Vec3 & up)
   
void setRelTransformation(const Geometry::Matrix4x4 & m)
   
void setRelTransformation(const Geometry::SRT & srt)
   
void setWorldOrigin(const Geometry::Vec3 & v)
   
void setWorldTransformation(const Geometry::SRT & worldSRT)
   
const Geometry::Matrix4x4 & getMatrix() const
   
Geometry::Vec3 getRelPosition() const
   
float getScale() const
   
const Geometry::SRT & getSRT() const
   
const Geometry::Matrix4x4 & getWorldMatrix() const
   
Geometry::Vec3 getWorldPosition() const
   
bool hasMatrix() const
   
bool hasSRT() const
   
void reset()
   
void rotateLocal_deg(float deg, const Geometry::Vec3 & v)
   
void rotateLocal_rad(float rad, const Geometry::Vec3 & v)
   
void rotateRel_deg(float deg, const Geometry::Vec3 & v)
   
void rotateRel_rad(float rad, const Geometry::Vec3 & v)
   
void setScale(float f)
   
void setMatrix(const Geometry::Matrix4x4 & m)
   
void setSRT(const Geometry::SRT & newSRT)
   
void setRelPosition(const Geometry::Vec3 & v)
   
void setWorldPosition(const Geometry::Vec3 & v)
   
void setRelRotation_deg(float deg, const Geometry::Vec3 & v)
   
void setRelRotation_rad(float rad, const Geometry::Vec3 & v)

Observation

   
   
typedef std::function< void( Node *)> transformationObserverFunc
   
typedef std::function< void( Node *)> nodeAddedObserverFunc
   
typedef std::function< void( GroupNode *, Node *)> nodeRemovedObserverFunc
   
void transformationChanged()
   
void informNodeAddedObservers( Node * addedNode)
(internal) Called by GroupNode::addNode(…)
   
void informNodeRemovedObservers( GroupNode * parent, Node * removedNode)
(internal) Called by GroupNode::removeNode(…)
   
bool isTransformationObserved() const
   
void addTransformationObserver(const transformationObserverFunc & func)
Register a function that is called whenever an observed node in the subtree is transformed.
   
void addNodeAddedObserver(const nodeAddedObserverFunc & func)
Register a function that is called whenever a node is added somewhere in the subtree.
   
void addNodeRemovedObserver(const nodeRemovedObserverFunc & func)
Register a function that is called whenever a node is removed somewhere in the subtree.
   
void clearTransformationObservers()
Remove all transformation observer functions.
   
void clearNodeAddedObservers()
Remove all nodeAdded observer functions.
   
void clearNodeRemovedObservers()
Remove all nodeAdded observer functions.

Traversal

   
   
NodeVisitor::status traverse( NodeVisitor & visitor)
o

Documentation

function
MinSG::Node::Node

protected
   
   
Node( )

Defined in MinSG/Core/Nodes/Node.h:67


function
MinSG::Node::Node

protected explicit
     
     
Node( const Node & s )

Defined in MinSG/Core/Nodes/Node.h:68


function
MinSG::Node::~Node

public virtual
   
   
~Node( )

Defined in MinSG/Core/Nodes/Node.h:71


function
MinSG::Node::clone

public const
     
     
Node * clone( bool cloneAttributes ) const

Defined in MinSG/Core/Nodes/Node.h:72


function
MinSG::Node::destroy

public
   
   
void destroy( )

Make sure to keep a Reference to the node or call MinSG::destroy(node)

Defined in MinSG/Core/Nodes/Node.h:75


function
MinSG::Node::getParent

public const inline
   
   
GroupNode * getParent( ) const

Defined in MinSG/Core/Nodes/Node.h:99


function
MinSG::Node::getRootNode

public
   
   
Node * getRootNode( )

Defined in MinSG/Core/Nodes/Node.h:100


function
MinSG::Node::hasParent

public const inline
   
   
bool hasParent( ) const

Defined in MinSG/Core/Nodes/Node.h:101


function
MinSG::Node::addToParent

public
     
     
void addToParent( Util::WeakPointer < GroupNode > p )

Defined in MinSG/Core/Nodes/Node.h:103


function
MinSG::Node::removeFromParent

public
   
   
Util::Reference < Node > removeFromParent( )

Defined in MinSG/Core/Nodes/Node.h:104


function
MinSG::Node::_setParent

public
     
     
void _setParent( Util::WeakPointer < GroupNode > p )

Set the node’s parent without removing it from its old one or informing the new parent.

Note: Use only if you really know what you are doing!!! Normally, you should use node.addToParent( newParent );

Defined in MinSG/Core/Nodes/Node.h:108


function
MinSG::Node::isClosed

public const inline
   
   
bool isClosed( ) const

Defined in MinSG/Core/Nodes/Node.h:133


function
MinSG::Node::setClosed

public inline
     
     
void setClosed( bool _closed )

Defined in MinSG/Core/Nodes/Node.h:134


function
MinSG::Node::isActive

public const inline
   
   
bool isActive( ) const

Defined in MinSG/Core/Nodes/Node.h:135


function
MinSG::Node::activate

public inline
   
   
void activate( )

Defined in MinSG/Core/Nodes/Node.h:136


function
MinSG::Node::deactivate

public inline
   
   
void deactivate( )

Defined in MinSG/Core/Nodes/Node.h:137


function
MinSG::Node::isTempNode

public const inline
   
   
bool isTempNode( ) const

Defined in MinSG/Core/Nodes/Node.h:138


function
MinSG::Node::setTempNode

public inline
     
     
void setTempNode( bool b )

Defined in MinSG/Core/Nodes/Node.h:139


function
MinSG::Node::getRenderingLayers

public const inline
   
   
renderingLayerMask_t getRenderingLayers( ) const

Defined in MinSG/Core/Nodes/Node.h:152


function
MinSG::Node::setRenderingLayers

public inline
     
     
void setRenderingLayers( renderingLayerMask_t l )

Defined in MinSG/Core/Nodes/Node.h:153


function
MinSG::Node::testRenderingLayer

public const inline
     
     
bool testRenderingLayer( renderingLayerMask_t l ) const

Defined in MinSG/Core/Nodes/Node.h:154


function
MinSG::Node::isDestroyed

public const inline
   
   
bool isDestroyed( ) const

Defined in MinSG/Core/Nodes/Node.h:201


function
MinSG::Node::worldBBChanged

protected
   
   
void worldBBChanged( )

Call whenever the (world) bounding box may have changed. E.g. when the node is moved, a child is added or removed or a mesh is added or changed. The method invalidates the worldBB and traverses the tree up invalidating all worldBBs and compoundBBs (until a node has a fixed bb).

Defined in MinSG/Core/Nodes/Node.h:216


function
MinSG::Node::getBB

public const
   
   
const Geometry::Box & getBB( ) const

Note: the bounding box is in local coordinates

Defined in MinSG/Core/Nodes/Node.h:219


function
MinSG::Node::setFixedBB

public
     
     
void setFixedBB( const Geometry::Box & fixedBB )

Defined in MinSG/Core/Nodes/Node.h:221


function
MinSG::Node::hasFixedBB

public const inline
   
   
bool hasFixedBB( ) const

Defined in MinSG/Core/Nodes/Node.h:222


function
MinSG::Node::removeFixedBB

public virtual
   
   
void removeFixedBB( )

Defined in MinSG/Core/Nodes/Node.h:223


function
MinSG::Node::getWorldBB

public const
   
   
const Geometry::Box & getWorldBB( ) const

Note: Don’t store the resulting reference, but make a copy for storing: The box may change when the Node is transformed. It may even get deleted when the Node ‘s transformation is reset.

Defined in MinSG/Core/Nodes/Node.h:226


function
MinSG::Node::doDisplay

protected virtual
     
     
void doDisplay( FrameContext & context,
  const RenderParam & rp
)    

o Render the node. All matrix operations and states must be applied when called. This function is internally called by the default to display(…) method.

Defined in MinSG/Core/Nodes/Node.h:244


function
MinSG::Node::display

public
     
     
void display( FrameContext & context,
  const RenderParam & rp
)    

Render the node.

Note: calls doDisplay(….) internally

Defined in MinSG/Core/Nodes/Node.h:238


function
MinSG::Node::getMemoryUsage

public const virtual
   
   
size_t getMemoryUsage( ) const

Get the amount of memory that is required to store this node.

Returns

Amount of memory in bytes

Defined in MinSG/Core/Nodes/Node.h:257


function
MinSG::Node::getPrototype

public const
   
   
Node * getPrototype( ) const

If the node is an instance, its prototype is returned; nullptr otherwise.

Defined in MinSG/Core/Nodes/Node.h:275


function
MinSG::Node::findAttribute

public const
     
     
Util::GenericAttribute * findAttribute( const Util::StringIdentifier & key ) const

Returns the node’s attribute with the given name, if it is available; otherwise, if the node’s prototype is available and has the attribute, it is taken from there.

Defined in MinSG/Core/Nodes/Node.h:279


function
MinSG::Node::isInstance

public const inline
   
   
bool isInstance( ) const

True iff the node is an instance of another node.

See also: getPrototype()

Defined in MinSG/Core/Nodes/Node.h:282


function
MinSG::Node::_setPrototype

public
     
     
void _setPrototype( Node * n )

(internal) Should only be called if you really know what you are doing! if prototype is nullptr, the STATUS_IS_INSTANCE flag is removed (otherwise set).

Defined in MinSG/Core/Nodes/Node.h:286


function
MinSG::Node::createInstance

public static
     
     
Node * createInstance( const Node * source )

Create a clone of the given subtree. Every new node is marked as instance of the corresponding node in the source tree.

  • Attributes are not cloned (except “(forceClone)_“-attributes), but can be accessed using findAttribute(…)

  • If a node in the source tree is already an instance, the node is cloned (i.e. the new node points to the same prototype as the given node; no instances of instances).

Defined in MinSG/Core/Nodes/Node.h:272


typedef
MinSG::Node::stateList_t

public
 
 
typedef std::vector< std::pair< Util::Reference < State >, bool > > stateList_t

Attached states and their current status.

Defined in MinSG/Core/Nodes/Node.h:297


function
MinSG::Node::hasStates

public const inline
   
   
bool hasStates( ) const

Defined in MinSG/Core/Nodes/Node.h:299


function
MinSG::Node::addState

public
     
     
void addState( State * sn )

Defined in MinSG/Core/Nodes/Node.h:300


function
MinSG::Node::removeState

public
     
     
void removeState( State * sn )

Defined in MinSG/Core/Nodes/Node.h:301


function
MinSG::Node::removeStates

public
   
   
void removeStates( )

Defined in MinSG/Core/Nodes/Node.h:302


function
MinSG::Node::getStateListPtr

public const inline
   
   
const stateList_t * getStateListPtr( ) const

Defined in MinSG/Core/Nodes/Node.h:303


function
MinSG::Node::getStates

public const
   
   
std::vector< State * > getStates( ) const

Defined in MinSG/Core/Nodes/Node.h:304


function
MinSG::Node::accessSRT

protected const
   
   
Geometry::SRT & accessSRT( ) const

Defined in MinSG/Core/Nodes/Node.h:335


function
MinSG::Node::getRelScaling

public const inline
   
   
float getRelScaling( ) const

Defined in MinSG/Core/Nodes/Node.h:338


function
MinSG::Node::getRelOrigin

public const inline
   
   
Geometry::Vec3 getRelOrigin( ) const

Defined in MinSG/Core/Nodes/Node.h:339


function
MinSG::Node::getRelTransformationMatrix

public const
   
   
const Geometry::Matrix4x4 & getRelTransformationMatrix( ) const

Defined in MinSG/Core/Nodes/Node.h:340


function
MinSG::Node::getRelTransformationMatrixPtr

public const
   
   
const Geometry::Matrix4x4 * getRelTransformationMatrixPtr( ) const

Defined in MinSG/Core/Nodes/Node.h:341


function
MinSG::Node::getRelTransformationSRT

public const
   
   
const Geometry::SRT & getRelTransformationSRT( ) const

Defined in MinSG/Core/Nodes/Node.h:342


function
MinSG::Node::getWorldOrigin

public const inline
   
   
Geometry::Vec3 getWorldOrigin( ) const

Defined in MinSG/Core/Nodes/Node.h:343


function
MinSG::Node::getWorldTransformationMatrix

public const
   
   
const Geometry::Matrix4x4 & getWorldTransformationMatrix( ) const

Transforms from local to world coordinate system.

Note: (internal) the STATUS_WORLD_MATRIX_VALID is set to true by this function

Defined in MinSG/Core/Nodes/Node.h:347


function
MinSG::Node::getWorldTransformationMatrixPtr

public const
   
   
const Geometry::Matrix4x4 * getWorldTransformationMatrixPtr( ) const

(internal) Return the pointer to the current world matrix. If the node is transformed globally and no world matrix has yet been created, a new one is calculated. If the node is not transformed, nullptr may be returned.

Note: (internal) the STATUS_WORLD_MATRIX_VALID is set to true by this function

Defined in MinSG/Core/Nodes/Node.h:352


function
MinSG::Node::getWorldTransformationSRT

public const
   
   
Geometry::SRT getWorldTransformationSRT( ) const

Defined in MinSG/Core/Nodes/Node.h:353


function
MinSG::Node::getWorldToLocalMatrix

public const
   
   
Geometry::Matrix4x4 getWorldToLocalMatrix( ) const

Returns the inverse of getWorldTransformationMatrix()

Defined in MinSG/Core/Nodes/Node.h:356


function
MinSG::Node::hasRelTransformation

public const inline
   
   
bool hasRelTransformation( ) const

Defined in MinSG/Core/Nodes/Node.h:358


function
MinSG::Node::hasRelTransformationSRT

public const inline
   
   
bool hasRelTransformationSRT( ) const

Defined in MinSG/Core/Nodes/Node.h:359


function
MinSG::Node::moveRel

public inline
     
     
void moveRel( const Geometry::Vec3 & v )

Defined in MinSG/Core/Nodes/Node.h:360


function
MinSG::Node::moveLocal

public inline
     
     
void moveLocal( const Geometry::Vec3 & v )

Defined in MinSG/Core/Nodes/Node.h:361


function
MinSG::Node::resetRelTransformation

public
   
   
void resetRelTransformation( )

Remove all relative transformations.

Defined in MinSG/Core/Nodes/Node.h:364


function
MinSG::Node::resetRelRotation

public inline
   
   
void resetRelRotation( )

Defined in MinSG/Core/Nodes/Node.h:365


function
MinSG::Node::rotateLocal

public inline
     
     
void rotateLocal( const Geometry::Angle & angle,
  const Geometry::Vec3 & v
)    

Rotate around a local direction around the object’s local origin (0,0,0).

Defined in MinSG/Core/Nodes/Node.h:368


function
MinSG::Node::rotateRel

public inline
     
     
void rotateRel( const Geometry::Angle & angle,
  const Geometry::Vec3 & v
)    

Rotate around a direction in the parent’s coordinate system around the object’s local origin (0,0,0).

Defined in MinSG/Core/Nodes/Node.h:371


function
MinSG::Node::scale

public inline
     
     
void scale( float f )

Defined in MinSG/Core/Nodes/Node.h:372


function
MinSG::Node::setRelScaling

public inline
     
     
void setRelScaling( float f )

Defined in MinSG/Core/Nodes/Node.h:373


function
MinSG::Node::setRelOrigin

public inline
     
     
void setRelOrigin( const Geometry::Vec3 & v )

Defined in MinSG/Core/Nodes/Node.h:374


function
MinSG::Node::setRelRotation

public inline
     
     
void setRelRotation( const Geometry::Angle & angle,
  const Geometry::Vec3 & v
)    

Defined in MinSG/Core/Nodes/Node.h:375


function
MinSG::Node::setRelRotation

public inline
     
     
void setRelRotation( const Geometry::Vec3 & dir,
  const Geometry::Vec3 & up
)    

Defined in MinSG/Core/Nodes/Node.h:380


function
MinSG::Node::setRelTransformation

public
     
     
void setRelTransformation( const Geometry::Matrix4x4 & m )

Defined in MinSG/Core/Nodes/Node.h:382


function
MinSG::Node::setRelTransformation

public
     
     
void setRelTransformation( const Geometry::SRT & srt )

Defined in MinSG/Core/Nodes/Node.h:383


function
MinSG::Node::setWorldOrigin

public
     
     
void setWorldOrigin( const Geometry::Vec3 & v )

Defined in MinSG/Core/Nodes/Node.h:384


function
MinSG::Node::setWorldTransformation

public
     
     
void setWorldTransformation( const Geometry::SRT & worldSRT )

Defined in MinSG/Core/Nodes/Node.h:385


function
MinSG::Node::getMatrix

public const inline
   
   
const Geometry::Matrix4x4 & getMatrix( ) const

Defined in MinSG/Core/Nodes/Node.h:388


function
MinSG::Node::getRelPosition

public const inline
   
   
Geometry::Vec3 getRelPosition( ) const

Defined in MinSG/Core/Nodes/Node.h:389


function
MinSG::Node::getScale

public const inline
   
   
float getScale( ) const

Defined in MinSG/Core/Nodes/Node.h:390


function
MinSG::Node::getSRT

public const inline
   
   
const Geometry::SRT & getSRT( ) const

Defined in MinSG/Core/Nodes/Node.h:391


function
MinSG::Node::getWorldMatrix

public const inline
   
   
const Geometry::Matrix4x4 & getWorldMatrix( ) const

Defined in MinSG/Core/Nodes/Node.h:392


function
MinSG::Node::getWorldPosition

public const inline
   
   
Geometry::Vec3 getWorldPosition( ) const

Defined in MinSG/Core/Nodes/Node.h:393


function
MinSG::Node::hasMatrix

public const inline
   
   
bool hasMatrix( ) const

Defined in MinSG/Core/Nodes/Node.h:394


function
MinSG::Node::hasSRT

public const inline
   
   
bool hasSRT( ) const

Defined in MinSG/Core/Nodes/Node.h:395


function
MinSG::Node::reset

public inline
   
   
void reset( )

Defined in MinSG/Core/Nodes/Node.h:396


function
MinSG::Node::rotateLocal_deg

public inline
     
     
void rotateLocal_deg( float deg,
  const Geometry::Vec3 & v
)    

Defined in MinSG/Core/Nodes/Node.h:397


function
MinSG::Node::rotateLocal_rad

public inline
     
     
void rotateLocal_rad( float rad,
  const Geometry::Vec3 & v
)    

Defined in MinSG/Core/Nodes/Node.h:398


function
MinSG::Node::rotateRel_deg

public inline
     
     
void rotateRel_deg( float deg,
  const Geometry::Vec3 & v
)    

Defined in MinSG/Core/Nodes/Node.h:399


function
MinSG::Node::rotateRel_rad

public inline
     
     
void rotateRel_rad( float rad,
  const Geometry::Vec3 & v
)    

Defined in MinSG/Core/Nodes/Node.h:400


function
MinSG::Node::setScale

public inline
     
     
void setScale( float f )

Defined in MinSG/Core/Nodes/Node.h:401


function
MinSG::Node::setMatrix

public inline
     
     
void setMatrix( const Geometry::Matrix4x4 & m )

Defined in MinSG/Core/Nodes/Node.h:402


function
MinSG::Node::setSRT

public inline
     
     
void setSRT( const Geometry::SRT & newSRT )

Defined in MinSG/Core/Nodes/Node.h:403


function
MinSG::Node::setRelPosition

public inline
     
     
void setRelPosition( const Geometry::Vec3 & v )

Defined in MinSG/Core/Nodes/Node.h:404


function
MinSG::Node::setWorldPosition

public inline
     
     
void setWorldPosition( const Geometry::Vec3 & v )

Defined in MinSG/Core/Nodes/Node.h:405


function
MinSG::Node::setRelRotation_deg

public inline
     
     
void setRelRotation_deg( float deg,
  const Geometry::Vec3 & v
)    

Defined in MinSG/Core/Nodes/Node.h:406


function
MinSG::Node::setRelRotation_rad

public inline
     
     
void setRelRotation_rad( float rad,
  const Geometry::Vec3 & v
)    

Defined in MinSG/Core/Nodes/Node.h:407


typedef
MinSG::Node::transformationObserverFunc

public
 
 
typedef std::function< void( Node *)> transformationObserverFunc

Defined in MinSG/Core/Nodes/Node.h:431


typedef
MinSG::Node::nodeAddedObserverFunc

public
 
 
typedef std::function< void( Node *)> nodeAddedObserverFunc

Defined in MinSG/Core/Nodes/Node.h:432


typedef
MinSG::Node::nodeRemovedObserverFunc

public
 
 
typedef std::function< void( GroupNode *, Node *)> nodeRemovedObserverFunc

Defined in MinSG/Core/Nodes/Node.h:433


function
MinSG::Node::transformationChanged

protected
   
   
void transformationChanged( )

Inform the parent node and potentially this node that the transformation of this node has changed. This has to be called by all member functions that influence the transformation of this node. If [isTransformationObserved()](classMinSG_1_1Node#classMinSG_1_1Node_1ac50c064ea5a31d0490c816b38a7d3bc1) == true, all registered transformation observers (at this node or in the nodes up to the root) are notified.

Defined in MinSG/Core/Nodes/Node.h:423


function
MinSG::Node::informNodeAddedObservers

protected
     
     
void informNodeAddedObservers( Node * addedNode )

(internal) Called by GroupNode::addNode(…)

Defined in MinSG/Core/Nodes/Node.h:425


function
MinSG::Node::informNodeRemovedObservers

protected
     
     
void informNodeRemovedObservers( GroupNode * parent,
  Node * removedNode
)    

(internal) Called by GroupNode::removeNode(…)

Defined in MinSG/Core/Nodes/Node.h:427


function
MinSG::Node::isTransformationObserved

public const inline
   
   
bool isTransformationObserved( ) const

Defined in MinSG/Core/Nodes/Node.h:429


function
MinSG::Node::addTransformationObserver

public
     
     
void addTransformationObserver( const transformationObserverFunc & func )

Register a function that is called whenever an observed node in the subtree is transformed.

Defined in MinSG/Core/Nodes/Node.h:436


function
MinSG::Node::addNodeAddedObserver

public
     
     
void addNodeAddedObserver( const nodeAddedObserverFunc & func )

Register a function that is called whenever a node is added somewhere in the subtree.

Defined in MinSG/Core/Nodes/Node.h:438


function
MinSG::Node::addNodeRemovedObserver

public
     
     
void addNodeRemovedObserver( const nodeRemovedObserverFunc & func )

Register a function that is called whenever a node is removed somewhere in the subtree.

Defined in MinSG/Core/Nodes/Node.h:440


function
MinSG::Node::clearTransformationObservers

public
   
   
void clearTransformationObservers( )

Remove all transformation observer functions.

Defined in MinSG/Core/Nodes/Node.h:443


function
MinSG::Node::clearNodeAddedObservers

public
   
   
void clearNodeAddedObservers( )

Remove all nodeAdded observer functions.

Defined in MinSG/Core/Nodes/Node.h:445


function
MinSG::Node::clearNodeRemovedObservers

public
   
   
void clearNodeRemovedObservers( )

Remove all nodeAdded observer functions.

Defined in MinSG/Core/Nodes/Node.h:447


function
MinSG::Node::traverse

public virtual
     
     
NodeVisitor::status traverse( NodeVisitor & visitor )

o

Defined in MinSG/Core/Nodes/Node.h:458