Inheritance Graph
graph BT
Node
Node --> Object
AbstractCameraNode --> Node
FakeInstanceNode --> Node
GenericMetaNode --> Node
GeometryNode --> Node
GroupNode --> Node
LightNode --> Node
click Node "escript_type_MinSG_Node"
click Object "escript_type_Object"
click AbstractCameraNode "escript_type_MinSG_AbstractCameraNode"
click FakeInstanceNode "escript_type_MinSG_FakeInstanceNode"
click GenericMetaNode "escript_type_MinSG_GenericMetaNode"
click GeometryNode "escript_type_MinSG_GeometryNode"
click GroupNode "escript_type_MinSG_GroupNode"
click LightNode "escript_type_MinSG_LightNode"
Functions
| _enableNodeAddedObserver() | [ESMF] self MinSG.Node._enableNodeAddedObserver() Adds a ScriptedObserver to the node. This observer calls the Node’s script member function ‘onNodeAdded’ when a node in the subtree is added. \note Make sure that a member of that name exists before moving a node; an exception is thrown otherwise. |
| _enableNodeRemovedObserver() | [ESMF] self MinSG.Node._enableNodeRemovedObserver() Adds a ScriptedObserver to the node. This observer calls the Node’s script member function ‘onNodeRemoved’ when a node in the subtree is added. \note Make sure that a member of that name exists before moving a node; an exception is thrown otherwise. |
| _enableTransformationObserver() | [ESMF] self MinSG.Node._enableTransformationObserver() Adds a ScriptedObserver to the node. This observer calls the Node’s script member function ‘onNodeTransformed’ when a node in the subtree is transformed. \note Make sure that a member of that name exists before moving a node; an exception is thrown otherwise. |
| _setPrototype(p0) | [ESMF] self MinSG.Node._setPrototype( void||MinSG.Node ) |
| activate() | [ESMF] self MinSG.Node.activate() |
| addState(p0) | [ESMF] self MinSG.Node.addState(State) |
| createInstance(p0) | [ESF] Node MinSG.Node.createInstance(Node prototype) |
| deactivate() | [ESMF] self MinSG.Node.deactivate() |
| display(p0 [, p1]) | [ESMF] self MinSG.Node.display(FrameContext[,Flags|RenderingParameter]); |
| findNodeAttribute(p0) | [ESMF] Object MinSG.Node.findNodeAttribute(string key) |
| getBB() | [ESMF] Box MinSG.Node.getBB() |
| [ESMF] Matrix4x4 MinSG.Node.getMatrix() Deprecated |
|
| getMemoryUsage() | [ESMF] Number MinSG.Node.getMemoryUsage() |
| getNodeAttribute(p0) | [ESMF] Object MinSG.Node.getNodeAttribute(string key) |
| getNodeAttributes() | [ESMF] Map MinSG.Node.getNodeAttributes() |
| getParent() | [ESMF] MinSG.GoupNode Node.getParent() |
| getPrototype() | [ESMF] Bool MinSG.Node.getPrototype() |
| getRelOrigin() | [ESMF] Vec3 MinSG.Node.getRelOrigin() |
| getRelPosition() | [ESMF] Vec3 MinSG.Node.getRelPosition() |
| getRelScaling() | [ESMF] number MinSG.Node.getRelScaling() |
| getRelTransformationMatrix() | [ESMF] Matrix4x4 MinSG.Node.getRelTransformationMatrix() |
| getRelTransformationSRT() | [ESMF] SRT MinSG.Node.getRelTransformationSRT() |
| getRenderingLayers() | [ESMF] Number MinSG.Node.getRenderingLayers() |
| getRuntimeId() | [ESMF] String Node.getRuntimeId() |
| [ESMF] SRT MinSG.Node.getSRT() Deprecated |
|
| [ESMF] number MinSG.Node.getScale() Deprecated |
|
| getStates() | [ESMF] Array MinSG.Node.getStates() |
| getWorldBB() | [ESMF] Box MinSG.Node.getWorldBB() |
| getWorldOrigin() | [ESMF] Vec3 MinSG.Node.getWorldOrigin() |
| [ESMF] Vec3 MinSG.Node.getWorldPosition() Deprecated |
|
| getWorldToLocalMatrix() | [ESMF] Matrix4x4 MinSG.Node.getWorldToLocalMatrix()() |
| getWorldTransformationMatrix() | [ESMF] Matrix4x4 MinSG.Node.getWorldTransformationMatrix() |
| getWorldTransformationSRT() | [ESMF] SRT MinSG.Node.getWorldTransformationSRT() |
| hasFixedBB() | [ESMF] Bool MinSG.Node.hasFixedBB() |
| [ESMF] Bool MinSG.Node.hasMatrix() Deprecated |
|
| hasParent() | [ESMF] Bool MinSG.Node.hasParent() |
| hasRelTransformationSRT() | [ESMF] Bool MinSG.Node.hasRelTransformationSRT() |
| [ESMF] Bool MinSG.Node.hasSRT() Deprecated |
|
| hasStates() | [ESMF] bool MinSG.Node.hasStates() |
| hasTransformation() | [ESMF] Bool MinSG.Node.hasTransformation() |
| isActive() | [ESMF] bool MinSG.Node.isActive() |
| isClosed() | [ESMF] Bool MinSG.Node.isClosed() |
| isDestroyed() | [ESMF] bool MinSG.Node.isDestroyed() |
| isInstance() | [ESMF] Bool MinSG.Node.isInstance() |
| isNodeAttributeSet(p0) | [ESMF] self MinSG.Node.isNodeAttributeSet(string key) |
| isTempNode() | [ESMF] Bool MinSG.Node.isTempNode() |
| isTransformationObserved() | [ESMF] Bool MinSG.Node.isTransformationObserved(Vec3) |
| localDirToRelDir(p0) | [ESMF] Vec3 MinSG.Node.localDirToRelDir(Vec3) |
| localDirToWorldDir(p0) | [ESMF] Vec3 MinSG.Node.localDirToWorldDir(Vec3) |
| localPosToRelPos(p0) | [ESMF] Vec3 MinSG.Node.localPosToRelPos(Vec3) |
| localPosToWorldPos(p0) | [ESMF] Vec3 MinSG.Node.localPosToWorldPos(Vec3) |
| moveLocal(p0 [, p1 [, p2]]) | [ESMF] self MinSG.Node.moveLocal(Vec3 | (x,y,z)) |
| moveRel(p0 [, p1 [, p2]]) | [ESMF] self MinSG.Node.moveRel(Vec3 | (x,y,z)) |
| relDirToLocalDir(p0) | [ESMF] Vec3 MinSG.Node.relDirToLocalDir(Vec3) |
| relDirToWorldDir(p0) | [ESMF] Vec3 MinSG.Node.relDirToWorldDir(Vec3) |
| relPosToLocalPos(p0) | [ESMF] Vec3 MinSG.Node.relPosToLocalPos(Vec3) |
| relPosToWorldPos(p0) | [ESMF] Vec3 MinSG.Node.relPosToWorldPos(Vec3) |
| removeFixedBB() | [ESMF] self MinSG.Node.removeFixedBB(Box) |
| removeNodeAttributes() | [ESMF] self MinSG.Node.removeNodeAttributes() |
| removeState(p0) | [ESMF] self MinSG.Node.removeState(State) |
| removeStates() | [ESMF] self MinSG.Node.removeStates() |
| [ESMF] self MinSG.Node.reset() Deprecated |
|
| resetRelTransformation() | [ESMF] self MinSG.Node.resetRelTransformation() |
| rotateAroundLocalAxis_deg(p0, p1) | [ESMF] self MinSG.Node.rotateAroundLocalAxis_deg(Number,Line3) |
| rotateAroundLocalAxis_rad(p0, p1) | [ESMF] self MinSG.Node.rotateAroundLocalAxis_rad(Number,Line3) |
| rotateAroundRelAxis_deg(p0, p1) | [ESMF] self MinSG.Node.rotateAroundRelAxis_deg(Number,Line3) |
| rotateAroundRelAxis_rad(p0, p1) | [ESMF] self MinSG.Node.rotateAroundRelAxis_rad(Number,Line3) |
| rotateAroundWorldAxis_deg(p0, p1) | [ESMF] self MinSG.Node.rotateAroundWorldAxis_deg(Number,Line3) |
| rotateAroundWorldAxis_rad(p0, p1) | [ESMF] self MinSG.Node.rotateAroundWorldAxis_rad(Number,Line3) |
| rotateLocal_deg(p0, p1 [, p2 [, p3]]) | [ESMF] self MinSG.Node.rotateLocal_deg(float deg, (Vec3|x,y,z)) |
| rotateLocal_rad(p0, p1 [, p2 [, p3]]) | [ESMF] self MinSG.Node.rotateLocal_rad(float angle, (Vec3|x,y,z)) |
| rotateRel_deg(p0, p1 [, p2 [, p3]]) | [ESMF] self MinSG.Node.rotateRel_deg(float deg, (Vec3|x,y,z)) |
| rotateRel_rad(p0, p1 [, p2 [, p3]]) | [ESMF] self MinSG.Node.rotateRel_rad(float angle, (Vec3|x,y,z)) |
| rotateToWorldDir(p0) | [ESMF] self MinSG.Node.rotateToWorldDir(Vec3 dir) |
| scale(p0) | [ESMF] self MinSG.Node.scale(number) |
| setClosed(p0) | [ESMF] self MinSG.Node.setClosed(bool active) |
| setFixedBB(p0) | [ESMF] self MinSG.Node.setFixedBB(Box) |
| [ESMF] self MinSG.Node.setMatrix(Matrix4x4) Deprecated |
|
| setNodeAttribute(p0, p1) | [ESMF] self MinSG.Node.setNodeAttribute(string key,value) |
| setRelOrigin(p0) | [ESMF] self MinSG.Node.setRelOrigin(Vec3) |
| setRelPosition(p0) | [ESMF] self MinSG.Node.setRelPosition(Vec3) |
| setRelRotation(p0, p1) | [ESMF] self MinSG.Node.setRelRotation(Vec3 dir,Vec3 up) |
| [ESMF] self MinSG.Node.setRelRotation_deg(float deg, (Vec3|x,y,z)) Deprecated |
|
| [ESMF] self MinSG.Node.setRelRotation_rad(float angle, (Vec3|x,y,z)) Deprecated |
|
| setRelScaling(p0) | [ESMF] self MinSG.Node.setRelScaling(number) |
| setRelTransformation(p0) | [ESMF] self MinSG.Node.setRelTransformation(Matrix4x4|SRT) |
| setRenderingLayers(p0) | [ESMF] thisEObj MinSG.Node.setRenderingLayers(Number) |
| [ESMF] self MinSG.Node.setSRT(SRT) Deprecated |
|
| [ESMF] self MinSG.Node.setScale(number) Deprecated |
|
| setTempNode(p0) | [ESMF] self MinSG.Node.setTempNode(bool) |
| setWorldOrigin(p0) | [ESMF] self MinSG.Node.setWorldOrigin(Vec3) |
| [ESMF] self MinSG.Node.setWorldPosition(Vec3) Deprecated |
|
| setWorldTransformation(p0) | [ESMF] slef MinSG.Node.setWorldTransformation(SRT) |
| testRenderingLayer(p0) | [ESMF] bool MinSG.Node.testRenderingLayer(Number) |
| unsetNodeAttribute(p0) | [ESMF] bool MinSG.Node.unsetNodeAttribute(string key) |
| worldDirToLocalDir(p0) | [ESMF] Vec3 MinSG.Node.worldDirToLocalDir(Vec3) |
| worldDirToRelDir(p0) | [ESMF] Vec3 MinSG.Node.worldDirToRelDir(Vec3) |
| worldPosToLocalPos(p0) | [ESMF] Vec3 MinSG.Node.worldPosToLocalPos(Vec3) |
| worldPosToRelPos(p0) | [ESMF] Vec3 MinSG.Node.worldPosToRelPos(Vec3) |