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Class Quad3dNode

A Node that represents a simple 2-d rectangle that can be drawn on using a Texture3dResource.

Hierarchy

Index

Methods

addChild

  • addChild(a_pChild: Node | null): boolean
  • Adds a child to the current Node, removing it from its current parent.

    A child can only have a single Parent

    priv

    none

    Parameters

    • a_pChild: Node | null

      The Node to add as a child to this Node.

    Returns boolean

    true if successful, false if failed

addMoveCallback

  • addMoveCallback(track?: number): void
  • Adds a client-side callback event to the move list. When the event is reached during the animation playback, the ServerEventCallback function set in Client will be called with an event TransformAnimationEventData.

    priv

    none

    Parameters

    • Optional track: number

    Returns void

addToLayer

  • addToLayer(a_layer: bigint): void

delayMove

  • delayMove(durationSecs: number, track?: number): void
  • Adds a delay to the current move sequence.

    priv

    none

    Parameters

    • durationSecs: number

      How long to delay, in seconds.

    • Optional track: number

      default = 0
      which animation track to add the delay to.

    Returns void

enableVisualState

  • enableVisualState(value: boolean): void

findChild

  • findChild(name: string): Node | null
  • Find the first named child in the node hierarchy, including this Node.

    Does a breadth-first search of the child node hierarchy for the specified named Node and will return the first encountered match, or nullptr if no named Node found.

    priv

    none

    Parameters

    • name: string

      The name to search for.

    Returns Node | null

findChildren

  • findChildren(a_type: number, a_bExactType?: boolean, a_bIncludeSelf?: boolean): Array<Node | null>
  • Does a breadth-first search of the child node hierarchy for the specified Node type.

    priv

    none

    Parameters

    • a_type: number

      The type of Node to find in the child hierarchy.

    • Optional a_bExactType: boolean

      default = false
      Flag to indicate if the child node must be the exact type or can be derived from the type (default false).

    • Optional a_bIncludeSelf: boolean

      default = false
      Flag to indicate if the search should include this Node (default false).

    Returns Array<Node | null>

    A vector of Node pointers containing the results.

findParent

  • findParent(a_type: number, a_bExactType?: boolean): Node | null
  • Searches up the tree parentage for the specific Node type.

    priv

    none

    Parameters

    • a_type: number

      The type of Node to find in the parent hierarchy.

    • Optional a_bExactType: boolean

      default = false
      Flag to indicate if the parent node must be the exact type or can be derived from the type (default false).

    Returns Node | null

    The parent node, if found, null if not found.

getAABB

  • Get the AABB of this Node's full hierarchy, including all descendants, with all Node transforms applied.

    The returned AABB encompasses this Node and all descendant Nodes and is aligned to the coordinate system the Node resides within, i.e. the Node's parent coordinate system. Note, the returned AABB is not guaranteed to be the minimal, tightest fitting AABB to encompass the Node's descendant hierarchy, but it will fully enlose the Node's hierarchy.

    priv

    none

    Returns AABB

    The bounding box

getAnchorPosition

  • getAnchorPosition(): [number, number, number]

getChild

  • getChild(a_iIndex: number): Node | null

getChildCount

  • getChildCount(): number

getColor

  • getColor(): [number, number, number, number]

getCurrentPrismTransform

  • getCurrentPrismTransform(): [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number]
  • Get the Cached Prism Transform of this Node

    priv

    none

    Returns [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number]

    Transform Matrix

getCurrentWorldTransform

  • getCurrentWorldTransform(): [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number]
  • Get the Cached World Transform of this Node

    priv

    none

    Returns [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number]

    Transform Matrix

getCursorHoverState

getLocalAABB

  • getLocalAABB(): AABB

getLocalPosition

  • getLocalPosition(): [number, number, number]

getLocalRotation

  • getLocalRotation(): [number, number, number, number]

getLocalScale

  • getLocalScale(): [number, number, number]

getLocalTransform

  • getLocalTransform(): [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number]
  • Get the Local Transform of this Node

    priv

    none

    Returns [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number]

    Transform Matrix

getName

  • getName(): string
  • Get the name of the Node.

    This call returns EMPTY_STRING if the Node's name has not been set.

    priv

    none

    Returns string

    The name of the Node, if set.

getNodeId

  • getNodeId(): bigint

getParent

  • getParent(): Node | null

getParentedBoneName

  • getParentedBoneName(): string

getPrismId

  • getPrismId(): bigint

getPrismPosition

  • getPrismPosition(): [number, number, number]

getRenderResource

getRenderingLayer

  • getRenderingLayer(): number

getRigidBody

getRoot

getShader

getSize

  • getSize(): [number, number]

getTexCoords

  • getTexCoords(): Array<[number, number, number]>
  • Returns the texture coordinates used by the Quad3dNode.

    Returns Array<[number, number, number]>

    The coordinates.

getWorldPosition

  • getWorldPosition(): [number, number, number]

isDrmContent

  • isDrmContent(): boolean
  • Check if this Render Node is marked for DRM

    NOTE: This API is only used for QuadNodes and VideoNodes. In future release, this API will moved to the former mentioned nodes headers. And RenderNode API will be deprecated.

    priv

    none

    Returns boolean

    True = Marked as DRM Content

isInLayer

  • isInLayer(a_layer: bigint): boolean
  • Checks to see if node subscribes to the specified node layer.

    priv

    none

    Parameters

    • a_layer: bigint

      The layer to test if this node is a member of.

    Returns boolean

    True if this node subscribes to the specified layer.

isInSubtree

  • isInSubtree(pParent: Node | null): boolean

isSkipRaycast

  • isSkipRaycast(): boolean

isTriggerable

  • isTriggerable(): boolean
  • Returns true if this node should handle trigger presses directly.

    Returns boolean

    true if this node will handle trigger presses directly when focused, false if trigger press will instead enter prism placement mode.

isVisibilityInherited

  • isVisibilityInherited(): boolean

isVisible

  • isVisible(): boolean
  • Returns the visibility state of the node. Note that only the local state is checked, the effect of a parent's visibility is ignored.

    priv

    none

    Returns boolean

    True if the Node is visible.

isVisibleInPrism

  • isVisibleInPrism(): boolean
  • Returns the visibility of the Node in the hierarchy based on self visibility and any potential inherited visibility.

    priv

    none

    Returns boolean

    True if the Node is visible in the Prism.

removeChild

  • removeChild(a_pChild: Node | null): void

removeFromLayer

  • removeFromLayer(a_layer: bigint): void

setAnchorPosition

  • setAnchorPosition(a_position: [number, number, number] | Float32Array): void
  • Sets the anchor position of the Node's transform. Rotations, scaling, and translations of the transform will take place around this point. Changing the anchor point will recalculate the transform to the new anchor point.

    priv

    none

    Parameters

    • a_position: [number, number, number] | Float32Array

      Anchor position. This is relative to the default 0,0,0 position of the transform.

    Returns void

setBackFaceCulls

  • setBackFaceCulls(a_on: boolean, a_renderStateIndex?: number): void
  • Sets the back-face-cull setting for one or more render states.

    priv

    none

    Parameters

    • a_on: boolean

      The desired flag setting.

    • Optional a_renderStateIndex: number

      default = -1
      The index of the corresponding render state whose flag will be changed. Note that the default value will cause all states to have the required setting.

    Returns void

setBloomStrength

  • setBloomStrength(a_bloomStrength: number): void
  • Set Bloom strength for this Render Node. If a material exists, the material bloom will superseed this value. By Default the Bloom Strength is 0 for this node.

    Parameters

    • a_bloomStrength: number

      the Bloom Strength

    Returns void

setBlooms

  • setBlooms(a_on: boolean, a_renderStateIndex?: number): void
  • Flags whether or not the indicated render state will bloom

    priv

    none

    Parameters

    • a_on: boolean

      The desired flag setting.

    • Optional a_renderStateIndex: number

      default = -1
      The index of the corresponding render state whose flag will be changed. Note that the default value will cause all states to have the required setting.

    Returns void

setCastsShadows

  • setCastsShadows(a_on: boolean, a_renderStateIndex?: number): void
  • Flags whether or not the indicated render state will cast shadows.

    priv

    none

    Parameters

    • a_on: boolean

      The desired flag setting.

    • Optional a_renderStateIndex: number

      default = -1
      The index of the corresponding render state whose flag will be changed. Note that the default value will cause all states to have the required setting.

    Returns void

setColor

  • setColor(a_color: [number, number, number, number] | Float32Array): void
  • Sets the color to be used for every sub mesh within the render node.

    priv

    none

    Parameters

    • a_color: [number, number, number, number] | Float32Array

      The color to be used for every sub mesh within the render node.

    Returns void

setCursorHoverState

setDrmContent

  • setDrmContent(a_on: boolean): void
  • Flags If this renderable node is using DRM Content

    NOTE: This API is only used for QuadNodes and VideoNodes. In future release, this API will moved to the former mentioned nodes headers. And RenderNode API will be deprecated.

    priv

    none

    Parameters

    • a_on: boolean

      The desired flag setting.

    Returns void

setFrontFaceCulls

  • setFrontFaceCulls(a_on: boolean, a_renderStateIndex?: number): void
  • Sets the front-face-cull setting for one or more render states.

    priv

    none

    Parameters

    • a_on: boolean

      The desired flag setting.

    • Optional a_renderStateIndex: number

      default = -1
      The index of the corresponding render state whose flag will be changed. Note that the default value will cause all states to have the required setting.

    Returns void

setIsOpaque

  • setIsOpaque(a_on: boolean, a_renderStateIndex?: number): void
  • Sets the opacity setting for one or more render states.

    priv

    none

    Parameters

    • a_on: boolean

      The desired flag setting.

    • Optional a_renderStateIndex: number

      default = -1
      The index of the corresponding render state whose flag will be changed. Note that the default value will cause all states to have the required setting.

    Returns void

setIsUI

  • setIsUI(a_on: boolean, a_renderStateIndex?: number): void
  • Sets if this should be rendered on the UI Layer. Note: UI Layer is always rendered on top of everything else.

    priv

    none

    Parameters

    • a_on: boolean

      The desired flag setting.

    • Optional a_renderStateIndex: number

      default = -1
      The index of the corresponding render state whose flag will be changed. Note that the default value will cause all states to have the required setting.

    Returns void

setLocalPosition

  • setLocalPosition(aPos: [number, number, number] | Float32Array): void

setLocalRotation

  • setLocalRotation(aRot: [number, number, number, number] | Float32Array): void

setLocalScale

  • setLocalScale(aScale: [number, number, number] | Float32Array): void

setLocalTransform

  • setLocalTransform(aTransform: [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number] | Float32Array): void
  • Set the local transform of this Node

    priv

    none

    Parameters

    • aTransform: [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number] | Float32Array

      transform matrix

    Returns void

setName

  • setName(a_name: string): boolean
  • Set the name of the Node

    By default a Node has no name.

    priv

    none

    Parameters

    • a_name: string

      The new name of the Node.

    Returns boolean

    true if the name of the Node was successfully set, false otherwise.

setParentedBoneName

  • setParentedBoneName(a_boneName: string): boolean
  • Set the bone in the parent by name that this child will attach to This node must have a parent and the parent must be of type ModelNode.

    priv

    none

    Parameters

    • a_boneName: string

      bone name to attach to

    Returns boolean

    true if successful, false if failed

setPushesStencil

  • setPushesStencil(a_on: boolean, a_renderStateIndex?: number): void
  • Sets the stencil push setting for one or more render states.

    priv

    none

    Parameters

    • a_on: boolean

      The desired flag setting.

    • Optional a_renderStateIndex: number

      default = -1
      The index of the corresponding render state whose flag will be changed. Note that the default value will cause all states to have the required setting.

    Returns void

setReadsClip

  • setReadsClip(a_on: boolean, a_renderStateIndex?: number): void
  • Sets the clip read setting for one or more render states.

    priv

    none

    Parameters

    • a_on: boolean

      The desired flag setting.

    • Optional a_renderStateIndex: number

      default = -1
      The index of the corresponding render state whose flag will be changed. Note that the default value will cause all states to have the required setting.

    Returns void

setReadsDepth

  • setReadsDepth(a_on: boolean, a_renderStateIndex?: number): void
  • Sets the depth read setting for one or more render states.

    priv

    none

    Parameters

    • a_on: boolean

      The desired flag setting.

    • Optional a_renderStateIndex: number

      default = -1
      The index of the corresponding render state whose flag will be changed. Note that the default value will cause all states to have the required setting.

    Returns void

setReceivesLight

  • setReceivesLight(a_on: boolean, a_renderStateIndex?: number): void
  • Flags whether or not the indicated render state will receive light.

    priv

    none

    Parameters

    • a_on: boolean

      The desired flag setting.

    • Optional a_renderStateIndex: number

      default = -1
      The index of the corresponding render state whose flag will be changed. Note that the default value will cause all states to have the required setting.

    Returns void

setReceivesShadows

  • setReceivesShadows(a_on: boolean, a_renderStateIndex?: number): void
  • Flags whether or not the indicated render state will receive shadows.

    priv

    none

    Parameters

    • a_on: boolean

      The desired flag setting.

    • Optional a_renderStateIndex: number

      default = -1
      The index of the corresponding render state whose flag will be changed. Note that the default value will cause all states to have the required setting.

    Returns void

setRenderResource

  • setRenderResource(a_ID: bigint): void
  • Sets the resource to be used when drawing the Quad3dNode. The id should refer to a Texture3dResource.

    Parameters

    • a_ID: bigint

      The resource id.

    Returns void

setRenderingLayer

  • setRenderingLayer(a_renderLayer: RenderingLayer): void
  • setRenderingLayer(a_renderLayer: number): void
  • Set Custom RenderLayer on which this renderNode will be rendered.

    priv

    none

    Parameters

    • a_renderLayer: RenderingLayer

      Of type uint16_t. Value will be clamped to kRenderingLayerMAX = 999, if more.

      Note: Please use, "render::RenderingLayer" enum to set layers. for eg. RenderNode->setRenderingLayer(render::RenderingLayer::kHUDLayer); or you can also send in the layer value as well eg. RenderNode->setRenderingLayer(static_cast(render::RenderingLayer::kHUDLayer));

      You can also create your own custom layering by using existing layers and your own. eg. uint16_t customHUDLayer1 = static_cast(render::RenderingLayer::kHUDLayer) + 1; uint16_t customHUDLayer2 = static_cast(render::RenderingLayer::kHUDLayer) + 2; uint16_t customHUDLayer3 = static_cast(render::RenderingLayer::kHUDLayer) + 3;

    Returns void

  • priv

    none

    Parameters

    • a_renderLayer: number

    Returns void

setShader

setSize

  • setSize(size: [number, number] | Float32Array): void
  • Set the custom size, which is by default one: { 1, 1 }.

    Parameters

    • size: [number, number] | Float32Array

      for the width and height of the Quad3dNode.

    Returns void

setSkipRaycast

  • setSkipRaycast(a_skipRaycast: boolean, a_propagateToChildren?: boolean): void
  • Sets the skip raycast state of the node.

    priv

    none

    Parameters

    • a_skipRaycast: boolean

      Raycast skip flag.

    • Optional a_propagateToChildren: boolean

      default = false
      Flag to also set the raycast state of any children

    Returns void

setTexCoords

  • setTexCoords(texCoords: Array<[number, number, number] | Float32Array>): void
  • Set the texture coordinates of the node being rendered. if the resource is not a Texture3dResource, this will have no effect.

    Parameters

    • texCoords: Array<[number, number, number] | Float32Array>

      The coordinates.

    Returns void

setTriggerable

  • setTriggerable(a_triggerable: boolean): void
  • Sets whether this node should handle trigger presses directly.

    priv

    none

    Parameters

    • a_triggerable: boolean

      true if this node should handle trigger presses directly when focused, false if trigger press should instead enter prism placement mode.

    Returns void

setVisibilityInherited

  • setVisibilityInherited(a_inherit: boolean): void
  • Flags that the visibility state of this node should be inherited by its children. This does not change a child's visibility set by setVisible. A visibility of false will take precedence over a visibility of true. The tables below show the draw result for various combinations of node visibility and inheritance.

             visible     inherit     drawn
    node  :   false       true        no
    child :   true          x         no
    
             visible     inherit     drawn
    node  :   false       false       no
    child :   true          x         yes
    
             visible     inherit     drawn
    node  :   true        true        yes
    child :   false         x         no
    
             visible     inherit     drawn
    node  :   true        false       yes
    child :   false         x         no
    priv

    none

    Parameters

    • a_inherit: boolean

      Flag that this node's children should inherit its visibility.

    Returns void

setVisible

  • setVisible(a_visible: boolean, a_propagateToChildren?: boolean): void
  • Sets the visibility state of the node.

    priv

    none

    Parameters

    • a_visible: boolean

      Visibility flag

    • Optional a_propagateToChildren: boolean

      default = false
      Flag to also set the visibility state of any children

    Returns void

setWritesColor

  • setWritesColor(a_on: boolean, a_renderStateIndex?: number): void
  • Sets the color write setting for one or more render states.

    priv

    none

    Parameters

    • a_on: boolean

      The desired flag setting.

    • Optional a_renderStateIndex: number

      default = -1
      The index of the corresponding render state whose flag will be changed. Note that the default value will cause all states to have the required setting.

    Returns void

setWritesDepth

  • setWritesDepth(a_on: boolean, a_renderStateIndex?: number): void
  • Sets the depth write setting for one or more render states.

    priv

    none

    Parameters

    • a_on: boolean

      The desired flag setting.

    • Optional a_renderStateIndex: number

      default = -1
      The index of the corresponding render state whose flag will be changed. Note that the default value will cause all states to have the required setting.

    Returns void

setWritesStencil

  • setWritesStencil(a_on: boolean, a_renderStateIndex?: number): void
  • Sets the stencil write setting for one or more render states.

    priv

    none

    Parameters

    • a_on: boolean

      The desired flag setting.

    • Optional a_renderStateIndex: number

      default = -1
      The index of the corresponding render state whose flag will be changed. Note that the default value will cause all states to have the required setting.

    Returns void

stopTransformAnimations

  • stopTransformAnimations(): void

Static Delete

  • Delete(node: Node | null): void
  • Client-side only: this static function is used to delete a node with its Prism's deleteNode function.

    priv

    none

    Parameters

    • node: Node | null

      is the node to delete

    Returns void

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