[1809] | 1 | /*
|
---|
| 2 | -----------------------------------------------------------------------------
|
---|
| 3 | This source file is part of OGRE
|
---|
| 4 | (Object-oriented Graphics Rendering Engine)
|
---|
| 5 | For the latest info, see http://www.ogre3d.org/
|
---|
| 6 |
|
---|
| 7 | Copyright (c) 2000-2005 The OGRE Team
|
---|
| 8 | Also see acknowledgements in Readme.html
|
---|
| 9 |
|
---|
| 10 | This program is free software; you can redistribute it and/or modify it under
|
---|
| 11 | the terms of the GNU Lesser General Public License as published by the Free Software
|
---|
| 12 | Foundation; either version 2 of the License, or (at your option) any later
|
---|
| 13 | version.
|
---|
| 14 |
|
---|
| 15 | This program is distributed in the hope that it will be useful, but WITHOUT
|
---|
| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
|
---|
| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
|
---|
| 18 |
|
---|
| 19 | You should have received a copy of the GNU Lesser General Public License along with
|
---|
| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
---|
| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
|
---|
| 22 | http://www.gnu.org/copyleft/lesser.txt.
|
---|
| 23 | -----------------------------------------------------------------------------
|
---|
| 24 | */
|
---|
| 25 | #ifndef _SceneNode_H__
|
---|
| 26 | #define _SceneNode_H__
|
---|
| 27 |
|
---|
| 28 | #include "OgrePrerequisites.h"
|
---|
| 29 |
|
---|
| 30 | #include "OgreNode.h"
|
---|
| 31 | #include "OgreIteratorWrappers.h"
|
---|
| 32 | #include "OgreAxisAlignedBox.h"
|
---|
| 33 |
|
---|
| 34 | namespace Ogre {
|
---|
| 35 |
|
---|
| 36 | /** Class representing a node in the scene graph.
|
---|
| 37 | @remarks
|
---|
| 38 | A SceneNode is a type of Node which is used to organise objects in a scene.
|
---|
| 39 | It has the same hierarchical transformation properties of the generic Node class,
|
---|
| 40 | but also adds the ability to attach world objects to the node, and stores hierarchical
|
---|
| 41 | bounding volumes of the nodes in the tree.
|
---|
| 42 | Child nodes are contained within the bounds of the parent, and so on down the
|
---|
| 43 | tree, allowing for fast culling.
|
---|
| 44 | */
|
---|
| 45 | class _OgreExport SceneNode : public Node
|
---|
| 46 | {
|
---|
| 47 | public:
|
---|
| 48 | typedef HashMap<String, MovableObject*> ObjectMap;
|
---|
| 49 | typedef MapIterator<ObjectMap> ObjectIterator;
|
---|
| 50 | typedef ConstMapIterator<ObjectMap> ConstObjectIterator;
|
---|
| 51 |
|
---|
| 52 | protected:
|
---|
| 53 | ObjectMap mObjectsByName;
|
---|
| 54 | mutable LightList mLightList;
|
---|
| 55 | mutable bool mLightListDirty;
|
---|
| 56 |
|
---|
| 57 | /// Pointer to a Wire Bounding Box for this Node
|
---|
| 58 | WireBoundingBox *mWireBoundingBox;
|
---|
| 59 | /// Flag that determines if the bounding box of the node should be displayed
|
---|
| 60 | bool mShowBoundingBox;
|
---|
| 61 |
|
---|
| 62 | /// SceneManager which created this node
|
---|
| 63 | SceneManager* mCreator;
|
---|
| 64 |
|
---|
| 65 | /// World-Axis aligned bounding box, updated only through _update
|
---|
| 66 | AxisAlignedBox mWorldAABB;
|
---|
| 67 |
|
---|
| 68 | /** See Node. */
|
---|
| 69 | Node* createChildImpl(void);
|
---|
| 70 |
|
---|
| 71 | /** See Node. */
|
---|
| 72 | Node* createChildImpl(const String& name);
|
---|
| 73 |
|
---|
| 74 | /** See Node */
|
---|
| 75 | void setParent(Node* parent);
|
---|
| 76 |
|
---|
| 77 | /** Internal method for setting whether the node is in the scene
|
---|
| 78 | graph.
|
---|
| 79 | */
|
---|
| 80 | virtual void setInSceneGraph(bool inGraph);
|
---|
| 81 |
|
---|
| 82 | /// Whether to yaw around a fixed axis.
|
---|
| 83 | bool mYawFixed;
|
---|
| 84 | /// Fixed axis to yaw around
|
---|
| 85 | Vector3 mYawFixedAxis;
|
---|
| 86 |
|
---|
| 87 | /// Auto tracking target
|
---|
| 88 | SceneNode* mAutoTrackTarget;
|
---|
| 89 | /// Tracking offset for fine tuning
|
---|
| 90 | Vector3 mAutoTrackOffset;
|
---|
| 91 | /// Local 'normal' direction vector
|
---|
| 92 | Vector3 mAutoTrackLocalDirection;
|
---|
| 93 | /// Is this node a current part of the scene graph?
|
---|
| 94 | bool mIsInSceneGraph;
|
---|
| 95 | public:
|
---|
| 96 | /** Constructor, only to be called by the creator SceneManager.
|
---|
| 97 | @remarks
|
---|
| 98 | Creates a node with a generated name.
|
---|
| 99 | */
|
---|
| 100 | SceneNode(SceneManager* creator);
|
---|
| 101 | /** Constructor, only to be called by the creator SceneManager.
|
---|
| 102 | @remarks
|
---|
| 103 | Creates a node with a specified name.
|
---|
| 104 | */
|
---|
| 105 | SceneNode(SceneManager* creator, const String& name);
|
---|
| 106 | ~SceneNode();
|
---|
| 107 |
|
---|
| 108 | /** Adds an instance of a scene object to this node.
|
---|
| 109 | @remarks
|
---|
| 110 | Scene objects can include Entity objects, Camera objects, Light objects,
|
---|
| 111 | ParticleSystem objects etc. Anything that subclasses from MovableObject.
|
---|
| 112 | */
|
---|
| 113 | virtual void attachObject(MovableObject* obj);
|
---|
| 114 |
|
---|
| 115 | /** Reports the number of objects attached to this node.
|
---|
| 116 | */
|
---|
| 117 | virtual unsigned short numAttachedObjects(void) const;
|
---|
| 118 |
|
---|
| 119 | /** Retrieves a pointer to an attached object.
|
---|
| 120 | @remarks Retrieves by index, see alternate version to retrieve by name. The index
|
---|
| 121 | of an object may change as other objects are added / removed.
|
---|
| 122 | */
|
---|
| 123 | virtual MovableObject* getAttachedObject(unsigned short index);
|
---|
| 124 |
|
---|
| 125 | /** Retrieves a pointer to an attached object.
|
---|
| 126 | @remarks Retrieves by object name, see alternate version to retrieve by index.
|
---|
| 127 | */
|
---|
| 128 | virtual MovableObject* getAttachedObject(const String& name);
|
---|
| 129 |
|
---|
| 130 | /** Detaches the indexed object from this scene node.
|
---|
| 131 | @remarks
|
---|
| 132 | Detaches by index, see the alternate version to detach by name. Object indexes
|
---|
| 133 | may change as other objects are added / removed.
|
---|
| 134 | */
|
---|
| 135 | virtual MovableObject* detachObject(unsigned short index);
|
---|
| 136 | /** Detaches an object by pointer. */
|
---|
| 137 | virtual void detachObject(MovableObject* obj);
|
---|
| 138 |
|
---|
| 139 | /** Detaches the named object from this node and returns a pointer to it. */
|
---|
| 140 | virtual MovableObject* detachObject(const String& name);
|
---|
| 141 |
|
---|
| 142 | /** Detaches all objects attached to this node.
|
---|
| 143 | */
|
---|
| 144 | virtual void detachAllObjects(void);
|
---|
| 145 |
|
---|
| 146 | /** Determines whether this node is in the scene graph, ie
|
---|
| 147 | whether it's ulitimate ancestor is the root scene node.
|
---|
| 148 | */
|
---|
| 149 | virtual bool isInSceneGraph(void) const { return mIsInSceneGraph; }
|
---|
| 150 |
|
---|
| 151 | /** Notifies this SceneNode that it is the root scene node.
|
---|
| 152 | @remarks
|
---|
| 153 | Only SceneManager should call this!
|
---|
| 154 | */
|
---|
| 155 | virtual void _notifyRootNode(void) { mIsInSceneGraph = true; }
|
---|
| 156 |
|
---|
| 157 |
|
---|
| 158 | /** Internal method to update the Node.
|
---|
| 159 | @note
|
---|
| 160 | Updates this scene node and any relevant children to incorporate transforms etc.
|
---|
| 161 | Don't call this yourself unless you are writing a SceneManager implementation.
|
---|
| 162 | @param
|
---|
| 163 | updateChildren If true, the update cascades down to all children. Specify false if you wish to
|
---|
| 164 | update children separately, e.g. because of a more selective SceneManager implementation.
|
---|
| 165 | @param
|
---|
| 166 | parentHasChanged This flag indicates that the parent xform has changed,
|
---|
| 167 | so the child should retrieve the parent's xform and combine it with its own
|
---|
| 168 | even if it hasn't changed itself.
|
---|
| 169 | */
|
---|
| 170 | virtual void _update(bool updateChildren, bool parentHasChanged);
|
---|
| 171 |
|
---|
| 172 | /** Tells the SceneNode to update the world bound info it stores.
|
---|
| 173 | */
|
---|
| 174 | virtual void _updateBounds(void);
|
---|
| 175 |
|
---|
| 176 | /** Internal method which locates any visible objects attached to this node and adds them to the passed in queue.
|
---|
| 177 | @remarks
|
---|
| 178 | Should only be called by a SceneManager implementation, and only after the _updat method has been called to
|
---|
| 179 | ensure transforms and world bounds are up to date.
|
---|
| 180 | SceneManager implementations can choose to let the search cascade automatically, or choose to prevent this
|
---|
| 181 | and select nodes themselves based on some other criteria.
|
---|
| 182 | @param
|
---|
| 183 | cam The active camera
|
---|
| 184 | @param
|
---|
| 185 | queue The SceneManager's rendering queue
|
---|
| 186 | @param
|
---|
| 187 | includeChildren If true, the call is cascaded down to all child nodes automatically.
|
---|
| 188 | @param
|
---|
| 189 | displayNodes If true, the nodes themselves are rendered as a set of 3 axes as well
|
---|
| 190 | as the objects being rendered. For debugging purposes.
|
---|
| 191 | */
|
---|
| 192 | virtual void _findVisibleObjects(Camera* cam, RenderQueue* queue,
|
---|
| 193 | bool includeChildren = true, bool displayNodes = false, bool onlyShadowCasters = false);
|
---|
| 194 |
|
---|
| 195 | /** Gets the axis-aligned bounding box of this node (and hence all subnodes).
|
---|
| 196 | @remarks
|
---|
| 197 | Recommended only if you are extending a SceneManager, because the bounding box returned
|
---|
| 198 | from this method is only up to date after the SceneManager has called _update.
|
---|
| 199 | */
|
---|
| 200 | virtual const AxisAlignedBox& _getWorldAABB(void) const;
|
---|
| 201 |
|
---|
| 202 | /** Retrieves an iterator which can be used to efficiently step through the objects
|
---|
| 203 | attached to this node.
|
---|
| 204 | @remarks
|
---|
| 205 | This is a much faster way to go through <B>all</B> the objects attached to the node
|
---|
| 206 | than using getAttachedObject. But the iterator returned is only valid until a change
|
---|
| 207 | is made to the collection (ie an addition or removal) so treat the returned iterator
|
---|
| 208 | as transient, and don't add / remove items as you go through the iterator, save changes
|
---|
| 209 | until the end, or retrieve a new iterator after making the change. Making changes to
|
---|
| 210 | the object returned through the iterator is OK though.
|
---|
| 211 | */
|
---|
| 212 | virtual ObjectIterator getAttachedObjectIterator(void);
|
---|
| 213 | /** Retrieves an iterator which can be used to efficiently step through the objects
|
---|
| 214 | attached to this node.
|
---|
| 215 | @remarks
|
---|
| 216 | This is a much faster way to go through <B>all</B> the objects attached to the node
|
---|
| 217 | than using getAttachedObject. But the iterator returned is only valid until a change
|
---|
| 218 | is made to the collection (ie an addition or removal) so treat the returned iterator
|
---|
| 219 | as transient, and don't add / remove items as you go through the iterator, save changes
|
---|
| 220 | until the end, or retrieve a new iterator after making the change. Making changes to
|
---|
| 221 | the object returned through the iterator is OK though.
|
---|
| 222 | */
|
---|
| 223 | virtual ConstObjectIterator getAttachedObjectIterator(void) const;
|
---|
| 224 |
|
---|
| 225 | /** Gets the creator of this scene node.
|
---|
| 226 | @remarks
|
---|
| 227 | This method returns the SceneManager which created this node.
|
---|
| 228 | This can be useful for destroying this node.
|
---|
| 229 | */
|
---|
| 230 | SceneManager* getCreator(void) const;
|
---|
| 231 |
|
---|
| 232 | /** This method removes and destroys the named child and all of its children.
|
---|
| 233 | @remarks
|
---|
| 234 | Unlike removeChild, which removes a single named child from this
|
---|
| 235 | node but does not destroy it, this method destroys the child
|
---|
| 236 | and all of it's children.
|
---|
| 237 | @par
|
---|
| 238 | Use this if you wish to recursively destroy a node as well as
|
---|
| 239 | detaching it from it's parent. Note that any objects attached to
|
---|
| 240 | the nodes will be detached but will not themselves be destroyed.
|
---|
| 241 | */
|
---|
| 242 | virtual void removeAndDestroyChild(const String& name);
|
---|
| 243 |
|
---|
| 244 | /** This method removes and destroys the child and all of its children.
|
---|
| 245 | @remarks
|
---|
| 246 | Unlike removeChild, which removes a single named child from this
|
---|
| 247 | node but does not destroy it, this method destroys the child
|
---|
| 248 | and all of it's children.
|
---|
| 249 | @par
|
---|
| 250 | Use this if you wish to recursively destroy a node as well as
|
---|
| 251 | detaching it from it's parent. Note that any objects attached to
|
---|
| 252 | the nodes will be detached but will not themselves be destroyed.
|
---|
| 253 | */
|
---|
| 254 | virtual void removeAndDestroyChild(unsigned short index);
|
---|
| 255 |
|
---|
| 256 | /** Removes and destroys all children of this node.
|
---|
| 257 | @remarks
|
---|
| 258 | Use this to destroy all child nodes of this node and remove
|
---|
| 259 | them from the scene graph. Note that all objects attached to this
|
---|
| 260 | node will be detached but will not be destroyed.
|
---|
| 261 | */
|
---|
| 262 | virtual void removeAndDestroyAllChildren(void);
|
---|
| 263 |
|
---|
| 264 | /** Allows the showing of the node's bounding box.
|
---|
| 265 | @remarks
|
---|
| 266 | Use this to show or hide the bounding box of the node.
|
---|
| 267 | */
|
---|
| 268 | virtual void showBoundingBox(bool bShow);
|
---|
| 269 |
|
---|
| 270 | /** Add the bounding box to the rendering queue.
|
---|
| 271 | */
|
---|
| 272 | virtual void _addBoundingBoxToQueue(RenderQueue* queue);
|
---|
| 273 |
|
---|
| 274 | /** This allows scene managers to determine if the node's bounding box
|
---|
| 275 | should be added to the rendering queue.
|
---|
| 276 | @remarks
|
---|
| 277 | Scene Managers that implement their own _findVisibleObjects will have to
|
---|
| 278 | check this flag and then use _addBoundingBoxToQueue to add the bounding box
|
---|
| 279 | wireframe.
|
---|
| 280 | */
|
---|
| 281 | virtual bool getShowBoundingBox() const;
|
---|
| 282 |
|
---|
| 283 | /** Creates an unnamed new SceneNode as a child of this node.
|
---|
| 284 | @param
|
---|
| 285 | translate Initial translation offset of child relative to parent
|
---|
| 286 | @param
|
---|
| 287 | rotate Initial rotation relative to parent
|
---|
| 288 | */
|
---|
| 289 | virtual SceneNode* createChildSceneNode(
|
---|
| 290 | const Vector3& translate = Vector3::ZERO,
|
---|
| 291 | const Quaternion& rotate = Quaternion::IDENTITY );
|
---|
| 292 |
|
---|
| 293 | /** Creates a new named SceneNode as a child of this node.
|
---|
| 294 | @remarks
|
---|
| 295 | This creates a child node with a given name, which allows you to look the node up from
|
---|
| 296 | the parent which holds this collection of nodes.
|
---|
| 297 | @param
|
---|
| 298 | translate Initial translation offset of child relative to parent
|
---|
| 299 | @param
|
---|
| 300 | rotate Initial rotation relative to parent
|
---|
| 301 | */
|
---|
| 302 | virtual SceneNode* createChildSceneNode(const String& name, const Vector3& translate = Vector3::ZERO, const Quaternion& rotate = Quaternion::IDENTITY);
|
---|
| 303 |
|
---|
| 304 | /** Allows retrieval of the nearest lights to the centre of this SceneNode.
|
---|
| 305 | @remarks
|
---|
| 306 | This method allows a list of lights, ordered by proximity to the centre of
|
---|
| 307 | this SceneNode, to be retrieved. Multiple access to this method when neither
|
---|
| 308 | the node nor the lights have moved will result in the same list being returned
|
---|
| 309 | without recalculation. Can be useful when implementing Renderable::getLights.
|
---|
| 310 | @param radius Optional parameter to specify lights intersecting a given radius of
|
---|
| 311 | this SceneNode's centre.
|
---|
| 312 | */
|
---|
| 313 | virtual const LightList& findLights(Real radius) const;
|
---|
| 314 |
|
---|
| 315 | /** Tells the node whether to yaw around it's own local Y axis or a fixed axis of choice.
|
---|
| 316 | @remarks
|
---|
| 317 | This method allows you to change the yaw behaviour of the node - by default, it
|
---|
| 318 | yaws around it's own local Y axis when told to yaw with TS_LOCAL, this makes it
|
---|
| 319 | yaw around a fixed axis.
|
---|
| 320 | You only really need this when you're using auto tracking (see setAutoTracking,
|
---|
| 321 | because when you're manually rotating a node you can specify the TransformSpace
|
---|
| 322 | in which you wish to work anyway.
|
---|
| 323 | @param
|
---|
| 324 | useFixed If true, the axis passed in the second parameter will always be the yaw axis no
|
---|
| 325 | matter what the node orientation. If false, the node returns to it's default behaviour.
|
---|
| 326 | @param
|
---|
| 327 | fixedAxis The axis to use if the first parameter is true.
|
---|
| 328 | */
|
---|
| 329 | virtual void setFixedYawAxis( bool useFixed, const Vector3& fixedAxis = Vector3::UNIT_Y );
|
---|
| 330 |
|
---|
| 331 | /** Rotate the node around the Y-axis.
|
---|
| 332 | */
|
---|
| 333 | virtual void yaw(const Radian& angle, TransformSpace relativeTo = TS_LOCAL);
|
---|
| 334 | #ifndef OGRE_FORCE_ANGLE_TYPES
|
---|
| 335 | inline void yaw(Real degrees, TransformSpace relativeTo = TS_LOCAL) {
|
---|
| 336 | yaw ( Angle(degrees), relativeTo );
|
---|
| 337 | }
|
---|
| 338 | #endif//OGRE_FORCE_ANGLE_TYPES
|
---|
| 339 | /** Sets the node's direction vector ie it's local -z.
|
---|
| 340 | @remarks
|
---|
| 341 | Note that the 'up' vector for the orientation will automatically be
|
---|
| 342 | recalculated based on the current 'up' vector (i.e. the roll will
|
---|
| 343 | remain the same). If you need more control, use setOrientation.
|
---|
| 344 | @param x,y,z The components of the direction vector
|
---|
| 345 | @param relativeTo The space in which this direction vector is expressed
|
---|
| 346 | @param localDirectionVector The vector which normally describes the natural
|
---|
| 347 | direction of the node, usually -Z
|
---|
| 348 | */
|
---|
| 349 | virtual void setDirection(Real x, Real y, Real z,
|
---|
| 350 | TransformSpace relativeTo = TS_LOCAL,
|
---|
| 351 | const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z);
|
---|
| 352 |
|
---|
| 353 | /** Sets the node's direction vector ie it's local -z.
|
---|
| 354 | @remarks
|
---|
| 355 | Note that the 'up' vector for the orientation will automatically be
|
---|
| 356 | recalculated based on the current 'up' vector (i.e. the roll will
|
---|
| 357 | remain the same). If you need more control, use setOrientation.
|
---|
| 358 | @param vec The direction vector
|
---|
| 359 | @param relativeTo The space in which this direction vector is expressed
|
---|
| 360 | @param localDirectionVector The vector which normally describes the natural
|
---|
| 361 | direction of the node, usually -Z
|
---|
| 362 | */
|
---|
| 363 | virtual void setDirection(const Vector3& vec, TransformSpace relativeTo = TS_LOCAL,
|
---|
| 364 | const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z);
|
---|
| 365 | /** Points the local -Z direction of this node at a point in space.
|
---|
| 366 | @param targetPoint A vector specifying the look at point.
|
---|
| 367 | @param relativeTo The space in which the point resides
|
---|
| 368 | @param localDirectionVector The vector which normally describes the natural
|
---|
| 369 | direction of the node, usually -Z
|
---|
| 370 | */
|
---|
| 371 | virtual void lookAt( const Vector3& targetPoint, TransformSpace relativeTo,
|
---|
| 372 | const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z);
|
---|
| 373 | /** Enables / disables automatic tracking of another SceneNode.
|
---|
| 374 | @remarks
|
---|
| 375 | If you enable auto-tracking, this SceneNode will automatically rotate to
|
---|
| 376 | point it's -Z at the target SceneNode every frame, no matter how
|
---|
| 377 | it or the other SceneNode move. Note that by default the -Z points at the
|
---|
| 378 | origin of the target SceneNode, if you want to tweak this, provide a
|
---|
| 379 | vector in the 'offset' parameter and the target point will be adjusted.
|
---|
| 380 | @param enabled If true, tracking will be enabled and the next
|
---|
| 381 | parameter cannot be null. If false tracking will be disabled and the
|
---|
| 382 | current orientation will be maintained.
|
---|
| 383 | @param target Pointer to the SceneNode to track. Make sure you don't
|
---|
| 384 | delete this SceneNode before turning off tracking (e.g. SceneManager::clearScene will
|
---|
| 385 | delete it so be careful of this). Can be null if and only if the enabled param is false.
|
---|
| 386 | @param localDirectionVector The local vector considered to be the usual 'direction'
|
---|
| 387 | of the node; normally the local -Z but can be another direction.
|
---|
| 388 | @param offset If supplied, this is the target point in local space of the target node
|
---|
| 389 | instead of the origin of the target node. Good for fine tuning the look at point.
|
---|
| 390 | */
|
---|
| 391 | virtual void setAutoTracking(bool enabled, SceneNode* target = 0,
|
---|
| 392 | const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z,
|
---|
| 393 | const Vector3& offset = Vector3::ZERO);
|
---|
| 394 | /** Get the auto tracking target for this node, if any. */
|
---|
| 395 | virtual SceneNode* getAutoTrackTarget(void) { return mAutoTrackTarget; }
|
---|
| 396 | /** Get the auto tracking offset for this node, if the node is auto tracking. */
|
---|
| 397 | virtual const Vector3& getAutoTrackOffset(void) { return mAutoTrackOffset; }
|
---|
| 398 | /** Get the auto tracking local direction for this node, if it is auto tracking. */
|
---|
| 399 | virtual const Vector3& getAutoTrackLocalDirection(void) { return mAutoTrackLocalDirection; }
|
---|
| 400 | /** Internal method used by OGRE to update auto-tracking cameras. */
|
---|
| 401 | void _autoTrack(void);
|
---|
| 402 | /** Gets the parent of this SceneNode. */
|
---|
| 403 | SceneNode* getParentSceneNode(void) const;
|
---|
| 404 | /** Makes all objects attached to this node become visible / invisble.
|
---|
| 405 | @remarks
|
---|
| 406 | This is a shortcut to calling setVisible() on the objects attached
|
---|
| 407 | to this node, and optionally to all objects attached to child
|
---|
| 408 | nodes.
|
---|
| 409 | @param visible Whether the objects are to be made visible or invisible
|
---|
| 410 | @param cascade If true, this setting cascades into child nodes too.
|
---|
| 411 | */
|
---|
| 412 | virtual void setVisible(bool visible, bool cascade = true);
|
---|
| 413 | /** Inverts the visibility of all objects attached to this node.
|
---|
| 414 | @remarks
|
---|
| 415 | This is a shortcut to calling setVisible(!isVisible()) on the objects attached
|
---|
| 416 | to this node, and optionally to all objects attached to child
|
---|
| 417 | nodes.
|
---|
| 418 | @param cascade If true, this setting cascades into child nodes too.
|
---|
| 419 | */
|
---|
| 420 | virtual void flipVisibility(bool cascade = true);
|
---|
| 421 |
|
---|
| 422 |
|
---|
| 423 |
|
---|
| 424 |
|
---|
| 425 |
|
---|
| 426 | };
|
---|
| 427 |
|
---|
| 428 |
|
---|
| 429 | }// namespace
|
---|
| 430 |
|
---|
| 431 | #endif
|
---|