Adds a child to the current Node, removing it from its current parent.
A child can only have a single Parent
The Node to add as a child to this Node.
true if successful, false if failed
Adds this node to the specified node layer. Nodes can be members of multiple layers.
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.
The name to search for.
Does a breadth-first search of the child node hierarchy for the specified Node type.
The type of Node to find in the child hierarchy.
default = false
Flag to indicate if the child node must be the exact type or can be derived from the type (default false).
default = false
Flag to indicate if the search should include this Node (default false).
A vector of Node pointers containing the results.
Searches up the tree parentage for the specific Node type.
The type of Node to find in the parent hierarchy.
default = false
Flag to indicate if the parent node must be the exact type or can be derived from the type (default false).
The parent node, if found, null if not found.
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.
The bounding box
Returns the anchor position of the node.
The anchor position.
Gets the n'th child from this Node's children
The index of the child.
Child Node
Gets the number of immediate children this Node has
Count of immediate child Nodes
Get the Cached Prism Transform of this Node
Transform Matrix
Get the Cached World Transform of this Node
Transform Matrix
Get the cursor hover state for this Node.
the cursor state.
Get the local AABB of this Node only, not including children, aligned to this Node's local coordinate system.
A local AABB of math::AABB::EMPTY indicates the Node either has no visual information or that local AABB is not supported for the Node.
Note: The local AABB for ModelNodes is currently not supported and will report math::AABB::EMPTY.
The bounding box.
Get the Local Transform of this Node
Transform Matrix
Get the name of the Node.
This call returns EMPTY_STRING if the Node's name has not been set.
The name of the Node, if set.
Gets the Node Id of this Node
Every Node is assigned a unique ID per Prism
Node id of the current Node
Gets this Node's immediate parent
Parent Node, nullptr = no parent
When parented to a parents bone with setParentedBoneName
Parents bone name we are attached to
Returns the id of the prism the node belongs to.
the prism id (0 = invalid prism)
Gets the root node of the node tree this node belongs to.
The root node, or nullptr if none.
Checks to see if node subscribes to the specified node layer.
The layer to test if this node is a member of.
True if this node subscribes to the specified layer.
Determines if this Node is within the subtree.
true if this Node is within the subtree, false if not.
Returns the skip raycast state of the node.
True if the node is skipped during raycasting.
Returns true if this node should handle trigger presses directly.
true if this node will handle trigger presses directly when focused, false if trigger press will instead enter prism placement mode.
Returns whether this Node's visibility is inherited by its children or not.
True if the Node's visiblity is inherited.
Returns the visibility state of the node. Note that only the local state is checked, the effect of a parent's visibility is ignored.
True if the Node is visible.
Returns the visibility of the Node in the hierarchy based on self visibility and any potential inherited visibility.
True if the Node is visible in the Prism.
Remove a child from the current Node
The child Node to remove.
Removes this node from the specified node layer.
The layer this node will be removed from.
Set the cursor hover state for this Node.
Setting this will set the cursor state when this Node or any descendant Nodes, that are not explicitly set, are hovered over.
The cursor state
Set the name of the Node
By default a Node has no name.
The new name of the Node.
true if the name of the Node was successfully set, false otherwise.
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.
bone name to attach to
true if successful, false if failed
Sets the skip raycast state of the node.
Raycast skip flag.
default = false
Flag to also set the raycast state of any children
Sets whether this node should handle trigger presses directly.
true if this node should handle trigger presses directly when focused, false if trigger press should instead enter prism placement mode.
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
Flag that this node's children should inherit its visibility.
Sets the visibility state of the node.
Visibility flag
default = false
Flag to also set the visibility state of any children
Client-side only: this static function is used to delete a node with its Prism's deleteNode function.
is the node to delete
Generated using TypeDoc
Node - Fundamental Object that is used to represent a "Node" in a Prism