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Node Properties

The Node type exposes the following members.

Properties
  NameDescription
Public propertyCanHoldEntities
Get if this node can hold renderable entities (if not, it means this node is just for child nodes, and not for entities.
Public propertyEmpty
Return true if this node is empty.
Public propertyHaveEntities
Get if this node have any entities in it.
Public propertyLastDrawFrame
Last frame this node was drawn.
Public propertyLocalTransformations
Return local transformations matrix (note: will recalculate if needed).
Public propertyParent
Parent node.
Public propertyPosition
Get / Set node local position.
Public propertyPositionX
Alias to access position X directly.
Public propertyPositionY
Alias to access position Y directly.
Public propertyPositionZ
Alias to access position Z directly.
Public propertyRotation
Get / Set node local rotation.
Public propertyRotationOrder
Get / Set the order in which we apply local rotation in this node.
Public propertyRotationType
Get / Set the rotation type (euler / quaternion).
Public propertyRotationX
Alias to access rotation X directly.
Public propertyRotationY
Alias to access rotation Y directly.
Public propertyRotationZ
Alias to access rotation Z directly.
Public propertyScale
Get / Set node local scale.
Public propertyScaleX
Alias to access scale X directly.
Public propertyScaleY
Alias to access scale Y directly.
Public propertyScaleZ
Alias to access scale Z directly.
Public propertyTransformationsOrder
Get / Set the order in which we apply local transformations in this node.
Public propertyTransformVersion
Transformation version is a special identifier that changes whenever the world transformations of this node changes. Its not necessarily a sequence, but if you check this number for changes every frame its a good indication of transformation change.
Public propertyUseExternalTransformations
If true, it means transformations are coming from external source (like a physical body). If you set it true, this node will no longer calculate transformations on its own, and you'll need to use 'SetWorldTransformsMatrix()' to update the world matrix.
Public propertyVisible
Is this node currently visible?
Public propertyWasDrawnThisFrame
Get if this node was drawn in current frame.
Public propertyWorldPosition
Get position in world space.
Public propertyWorldRotation
Get Rotastion in world space.
Public propertyWorldScale
Get Scale in world space.
Public propertyWorldTransformations
Return world transformations matrix (note: will recalculate if needed).
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See Also