Ogre::Bone Class Reference

A bone in a skeleton. More...

#include <OgreBone.h>

Inheritance diagram for Ogre::Bone:

Inheritance graph
[legend]

List of all members.

Public Types

enum  TransformSpace { TS_LOCAL, TS_PARENT, TS_WORLD }
 Enumeration denoting the spaces which a transform can be relative to. More...
typedef HashMap
< String, Node * > 
ChildNodeMap
typedef MapIterator
< ChildNodeMap
ChildNodeIterator
typedef
ConstMapIterator
< ChildNodeMap
ConstChildNodeIterator

Public Member Functions

 Bone (unsigned short handle, Skeleton *creator)
 Constructor, not to be used directly (use Bone::createChild or Skeleton::createBone).
 Bone (const String &name, unsigned short handle, Skeleton *creator)
 Constructor, not to be used directly (use Bone::createChild or Skeleton::createBone).
 ~Bone ()
BonecreateChild (unsigned short handle, const Vector3 &translate=Vector3::ZERO, const Quaternion &rotate=Quaternion::IDENTITY)
 Creates a new Bone as a child of this bone.
unsigned short getHandle (void) const
 Gets the numeric handle for this bone (unique within the skeleton).
void setBindingPose (void)
 Sets the current position / orientation to be the 'binding pose' ie the layout in which bones were originally bound to a mesh.
void reset (void)
 Resets the position and orientation of this Bone to the original binding position.
void setManuallyControlled (bool manuallyControlled)
 Sets whether or not this bone is manually controlled.
bool isManuallyControlled () const
 Getter for mManuallyControlled Flag.
void _getOffsetTransform (Matrix4 &m) const
 Gets the transform which takes bone space to current from the binding pose.
const Vector3_getBindingPoseInverseScale (void) const
 Gets the inverted binding pose scale.
const Vector3_getBindingPoseInversePosition (void) const
 Gets the inverted binding pose position.
const Quaternion_getBindingPoseInverseOrientation (void) const
 Gets the inverted binding pose orientation.
void needUpdate (bool forceParentUpdate=false)
 
See also:
Node::needUpdate

const StringgetName (void) const
 Returns the name of the node.
virtual NodegetParent (void) const
 Gets this node's parent (NULL if this is the root).
virtual const
Quaternion
getOrientation () const
 Returns a quaternion representing the nodes orientation.
virtual void setOrientation (const Quaternion &q)
 Sets the orientation of this node via a quaternion.
virtual void setOrientation (Real w, Real x, Real y, Real z)
 Sets the orientation of this node via quaternion parameters.
virtual void resetOrientation (void)
 Resets the nodes orientation (local axes as world axes, no rotation).
virtual void setPosition (const Vector3 &pos)
 Sets the position of the node relative to it's parent.
virtual void setPosition (Real x, Real y, Real z)
 Sets the position of the node relative to it's parent.
virtual const Vector3getPosition (void) const
 Gets the position of the node relative to it's parent.
virtual void setScale (const Vector3 &scale)
 Sets the scaling factor applied to this node.
virtual void setScale (Real x, Real y, Real z)
 Sets the scaling factor applied to this node.
virtual const Vector3getScale (void) const
 Gets the scaling factor of this node.
virtual void setInheritOrientation (bool inherit)
 Tells the node whether it should inherit orientation from it's parent node.
virtual bool getInheritOrientation (void) const
 Returns true if this node is affected by orientation applied to the parent node.
virtual void setInheritScale (bool inherit)
 Tells the node whether it should inherit scaling factors from it's parent node.
virtual bool getInheritScale (void) const
 Returns true if this node is affected by scaling factors applied to the parent node.
virtual void scale (const Vector3 &scale)
 Scales the node, combining it's current scale with the passed in scaling factor.
virtual void scale (Real x, Real y, Real z)
 Scales the node, combining it's current scale with the passed in scaling factor.
virtual void translate (const Vector3 &d, TransformSpace relativeTo=TS_PARENT)
 Moves the node along the Cartesian axes.
virtual void translate (Real x, Real y, Real z, TransformSpace relativeTo=TS_PARENT)
 Moves the node along the Cartesian axes.
virtual void translate (const Matrix3 &axes, const Vector3 &move, TransformSpace relativeTo=TS_PARENT)
 Moves the node along arbitrary axes.
virtual void translate (const Matrix3 &axes, Real x, Real y, Real z, TransformSpace relativeTo=TS_PARENT)
 Moves the node along arbitrary axes.
virtual void roll (const Radian &angle, TransformSpace relativeTo=TS_LOCAL)
 Rotate the node around the Z-axis.
virtual void pitch (const Radian &angle, TransformSpace relativeTo=TS_LOCAL)
 Rotate the node around the X-axis.
virtual void yaw (const Radian &angle, TransformSpace relativeTo=TS_LOCAL)
 Rotate the node around the Y-axis.
virtual void rotate (const Vector3 &axis, const Radian &angle, TransformSpace relativeTo=TS_LOCAL)
 Rotate the node around an arbitrary axis.
virtual void rotate (const Quaternion &q, TransformSpace relativeTo=TS_LOCAL)
 Rotate the node around an aritrary axis using a Quarternion.
virtual Matrix3 getLocalAxes (void) const
 Gets a matrix whose columns are the local axes based on the nodes orientation relative to it's parent.
virtual NodecreateChild (const Vector3 &translate=Vector3::ZERO, const Quaternion &rotate=Quaternion::IDENTITY)
 Creates an unnamed new Node as a child of this node.
virtual NodecreateChild (const String &name, const Vector3 &translate=Vector3::ZERO, const Quaternion &rotate=Quaternion::IDENTITY)
 Creates a new named Node as a child of this node.
virtual void addChild (Node *child)
 Adds a (precreated) child scene node to this node.
virtual unsigned short numChildren (void) const
 Reports the number of child nodes under this one.
virtual NodegetChild (unsigned short index) const
 Gets a pointer to a child node.
virtual NodegetChild (const String &name) const
 Gets a pointer to a named child node.
virtual ChildNodeIterator getChildIterator (void)
 Retrieves an iterator for efficiently looping through all children of this node.
virtual
ConstChildNodeIterator 
getChildIterator (void) const
 Retrieves an iterator for efficiently looping through all children of this node.
virtual NoderemoveChild (unsigned short index)
 Drops the specified child from this node.
virtual NoderemoveChild (Node *child)
 Drops the specified child from this node.
virtual NoderemoveChild (const String &name)
 Drops the named child from this node.
virtual void removeAllChildren (void)
 Removes all child Nodes attached to this node.
virtual const
Quaternion
_getDerivedOrientation (void) const
 Gets the orientation of the node as derived from all parents.
virtual const Vector3_getDerivedPosition (void) const
 Gets the position of the node as derived from all parents.
virtual const Vector3_getDerivedScale (void) const
 Gets the scaling factor of the node as derived from all parents.
virtual const Matrix4_getFullTransform (void) const
 Gets the full transformation matrix for this node.
virtual void _update (bool updateChildren, bool parentHasChanged)
 Internal method to update the Node.
virtual void setListener (Listener *listener)
 Sets a listener for this Node.
virtual Listener * getListener (void) const
 Gets the current listener for this Node.
const MaterialPtrgetMaterial (void) const
 Overridden from Renderable.
void getRenderOperation (RenderOperation &op)
 Overridden from Renderable.
void getWorldTransforms (Matrix4 *xform) const
 Overridden from Renderable.
virtual void setInitialState (void)
 Sets the current transform of this node to be the 'initial state' ie that position / orientation / scale to be used as a basis for delta values used in keyframe animation.
virtual void resetToInitialState (void)
 Resets the position / orientation / scale of this node to it's initial state, see setInitialState for more info.
virtual const Vector3getInitialPosition (void) const
 Gets the initial position of this node, see setInitialState for more info.
virtual const
Quaternion
getInitialOrientation (void) const
 Gets the initial orientation of this node, see setInitialState for more info.
virtual const Vector3getInitialScale (void) const
 Gets the initial position of this node, see setInitialState for more info.
Real getSquaredViewDepth (const Camera *cam) const
 Overridden, see Renderable.
virtual void requestUpdate (Node *child, bool forceParentUpdate=false)
 Called by children to notify their parent that they need an update.
virtual void cancelUpdate (Node *child)
 Called by children to notify their parent that they no longer need an update.
const LightListgetLights (void) const
 Gets a list of lights, ordered relative to how close they are to this renderable.

Remarks:
Directional lights, which have no position, will always be first on this list.

virtual TechniquegetTechnique (void) const
 Retrieves a pointer to the Material Technique this renderable object uses.
virtual bool preRender (SceneManager *sm, RenderSystem *rsys)
 Called just prior to the Renderable being rendered.
virtual void postRender (SceneManager *sm, RenderSystem *rsys)
 Called immediately after the Renderable has been rendered.
virtual unsigned short getNumWorldTransforms (void) const
 Returns the number of world transform matrices this renderable requires.
void setUseIdentityProjection (bool useIdentityProjection)
 Sets whether or not to use an 'identity' projection.
bool getUseIdentityProjection (void) const
 Returns whether or not to use an 'identity' projection.
void setUseIdentityView (bool useIdentityView)
 Sets whether or not to use an 'identity' view.
bool getUseIdentityView (void) const
 Returns whether or not to use an 'identity' view.
virtual bool getCastsShadows (void) const
 Method which reports whether this renderable would normally cast a shadow.
void setCustomParameter (size_t index, const Vector4 &value)
 Sets a custom parameter for this Renderable, which may be used to drive calculations for this specific Renderable, like GPU program parameters.
const Vector4getCustomParameter (size_t index) const
 Gets the custom value associated with this Renderable at the given index.
virtual void _updateCustomGpuParameter (const GpuProgramParameters::AutoConstantEntry &constantEntry, GpuProgramParameters *params) const
 Update a custom GpuProgramParameters constant which is derived from information only this Renderable knows.
virtual void setPolygonModeOverrideable (bool override)
 Sets whether this renderable's chosen detail level can be overridden (downgraded) by the camera setting.
virtual bool getPolygonModeOverrideable (void) const
 Gets whether this renderable's chosen detail level can be overridden (downgraded) by the camera setting.
virtual void setUserAny (const Any &anything)
 Sets any kind of user value on this object.
virtual const AnygetUserAny (void) const
 Retrieves the custom user value associated with this object.
virtual
RenderSystemData * 
getRenderSystemData () const
 Sets render system private data.
virtual void setRenderSystemData (RenderSystemData *val) const
 gets render system private data
void * operator new (size_t sz, const char *file, int line, const char *func)
 operator new, with debug line info
void * operator new (size_t sz)
void * operator new (size_t sz, void *ptr)
 placement operator new
void * operator new[] (size_t sz, const char *file, int line, const char *func)
 array operator new, with debug line info
void * operator new[] (size_t sz)
void operator delete (void *ptr)
void operator delete (void *ptr, const char *, int, const char *)
void operator delete[] (void *ptr)
void operator delete[] (void *ptr, const char *, int, const char *)

Static Public Member Functions

static void queueNeedUpdate (Node *n)
 Queue a 'needUpdate' call to a node safely.
static void processQueuedUpdates (void)
 Process queued 'needUpdate' calls.

Protected Types

typedef std::set
< Node * > 
ChildUpdateSet
typedef std::vector
< Node * > 
QueuedUpdates
typedef std::map
< size_t, Vector4
CustomParameterMap

Protected Member Functions

NodecreateChildImpl (void)
 See Node.
NodecreateChildImpl (const String &name)
 See Node.
virtual void setParent (Node *parent)
 Only available internally - notification of parent.
virtual void _updateFromParent (void) const
 Triggers the node to update it's combined transforms.
virtual void updateFromParentImpl (void) const
 Class-specific implementation of _updateFromParent.

Protected Attributes

unsigned short mHandle
 The numeric handle of this bone.
bool mManuallyControlled
 Bones set as manuallyControlled are not reseted in Skeleton::reset().
SkeletonmCreator
 Pointer back to creator, for child creation (not smart ptr so child does not preserve parent).
Vector3 mBindDerivedInverseScale
 The inversed derived scale of the bone in the binding pose.
Quaternion mBindDerivedInverseOrientation
 The inversed derived orientation of the bone in the binding pose.
Vector3 mBindDerivedInversePosition
 The inversed derived position of the bone in the binding pose.
NodemParent
 Pointer to parent node.
ChildNodeMap mChildren
 Collection of pointers to direct children; hashmap for efficiency.
ChildUpdateSet mChildrenToUpdate
 List of children which need updating, used if self is not out of date but children are.
bool mNeedParentUpdate
 Flag to indicate own transform from parent is out of date.
bool mNeedChildUpdate
 Flag indicating that all children need to be updated.
bool mParentNotified
 Flag indicating that parent has been notified about update request.
bool mQueuedForUpdate
 Flag indicating that the node has been queued for update.
String mName
 Friendly name of this node, can be automatically generated if you don't care.
Quaternion mOrientation
 Stores the orientation of the node relative to it's parent.
Vector3 mPosition
 Stores the position/translation of the node relative to its parent.
Vector3 mScale
 Stores the scaling factor applied to this node.
bool mInheritOrientation
 Stores whether this node inherits orientation from it's parent.
bool mInheritScale
 Stores whether this node inherits scale from it's parent.
MaterialPtr mpMaterial
 Material pointer should this node be rendered.
Quaternion mDerivedOrientation
 Cached combined orientation.
Vector3 mDerivedPosition
 Cached combined position.
Vector3 mDerivedScale
 Cached combined scale.
Vector3 mInitialPosition
 The position to use as a base for keyframe animation.
Quaternion mInitialOrientation
 The orientation to use as a base for keyframe animation.
Vector3 mInitialScale
 The scale to use as a base for keyframe animation.
Matrix4 mCachedTransform
 Cached derived transform as a 4x4 matrix.
bool mCachedTransformOutOfDate
Listener * mListener
 Node listener - only one allowed (no list) for size & performance reasons.
CustomParameterMap mCustomParameters
bool mPolygonModeOverrideable
bool mUseIdentityProjection
bool mUseIdentityView
Any mUserAny
RenderSystemData * mRenderSystemData

Static Protected Attributes

static unsigned long msNextGeneratedNameExt
 Incremented count for next name extension.
static QueuedUpdates msQueuedUpdates


Detailed Description

A bone in a skeleton.

Remarks:
See Skeleton for more information about the principles behind skeletal animation. This class is a node in the joint hierarchy. Mesh vertices also have assignments to bones to define how they move in relation to the skeleton.

Definition at line 45 of file OgreBone.h.


Member Typedef Documentation

typedef HashMap<String, Node*> Ogre::Node::ChildNodeMap [inherited]

Definition at line 68 of file OgreNode.h.

typedef MapIterator<ChildNodeMap> Ogre::Node::ChildNodeIterator [inherited]

Definition at line 69 of file OgreNode.h.

typedef ConstMapIterator<ChildNodeMap> Ogre::Node::ConstChildNodeIterator [inherited]

Definition at line 70 of file OgreNode.h.

typedef std::set<Node*> Ogre::Node::ChildUpdateSet [protected, inherited]

Definition at line 101 of file OgreNode.h.

typedef std::vector<Node*> Ogre::Node::QueuedUpdates [protected, inherited]

Definition at line 204 of file OgreNode.h.

typedef std::map<size_t, Vector4> Ogre::Renderable::CustomParameterMap [protected, inherited]

Definition at line 371 of file OgreRenderable.h.


Member Enumeration Documentation

enum Ogre::Node::TransformSpace [inherited]

Enumeration denoting the spaces which a transform can be relative to.

Enumerator:
TS_LOCAL  Transform is relative to the local space.
TS_PARENT  Transform is relative to the space of the parent node.
TS_WORLD  Transform is relative to world space.

Definition at line 59 of file OgreNode.h.


Constructor & Destructor Documentation

Ogre::Bone::Bone ( unsigned short  handle,
Skeleton creator 
)

Constructor, not to be used directly (use Bone::createChild or Skeleton::createBone).

Ogre::Bone::Bone ( const String name,
unsigned short  handle,
Skeleton creator 
)

Constructor, not to be used directly (use Bone::createChild or Skeleton::createBone).

Ogre::Bone::~Bone (  ) 


Member Function Documentation

Bone* Ogre::Bone::createChild ( unsigned short  handle,
const Vector3 translate = Vector3::ZERO,
const Quaternion rotate = Quaternion::IDENTITY 
)

Creates a new Bone as a child of this bone.

Remarks:
This method creates a new bone which will inherit the transforms of this bone, with the handle specified.
Parameters:
handle The numeric handle to give the new bone; must be unique within the Skeleton.
translate Initial translation offset of child relative to parent
rotate Initial rotation relative to parent

unsigned short Ogre::Bone::getHandle ( void   )  const

Gets the numeric handle for this bone (unique within the skeleton).

void Ogre::Bone::setBindingPose ( void   ) 

Sets the current position / orientation to be the 'binding pose' ie the layout in which bones were originally bound to a mesh.

void Ogre::Bone::reset ( void   ) 

Resets the position and orientation of this Bone to the original binding position.

Remarks:
Bones are bound to the mesh in a binding pose. They are then modified from this position during animation. This method returns the bone to it's original position and orientation.

void Ogre::Bone::setManuallyControlled ( bool  manuallyControlled  ) 

Sets whether or not this bone is manually controlled.

Remarks:
Manually controlled bones can be altered by the application at runtime, and their positions will not be reset by the animation routines. Note that you should also make sure that there are no AnimationTrack objects referencing this bone, or if there are, you should disable them using pAnimation->destroyTrack(pBone->getHandle());

bool Ogre::Bone::isManuallyControlled (  )  const

Getter for mManuallyControlled Flag.

void Ogre::Bone::_getOffsetTransform ( Matrix4 m  )  const

Gets the transform which takes bone space to current from the binding pose.

Remarks:
Internal use only.

const Vector3& Ogre::Bone::_getBindingPoseInverseScale ( void   )  const

Gets the inverted binding pose scale.

Definition at line 106 of file OgreBone.h.

const Vector3& Ogre::Bone::_getBindingPoseInversePosition ( void   )  const

Gets the inverted binding pose position.

Definition at line 108 of file OgreBone.h.

const Quaternion& Ogre::Bone::_getBindingPoseInverseOrientation ( void   )  const

Gets the inverted binding pose orientation.

Definition at line 110 of file OgreBone.h.

void Ogre::Bone::needUpdate ( bool  forceParentUpdate = false  )  [virtual]

See also:
Node::needUpdate

Reimplemented from Ogre::Node.

Reimplemented in Ogre::TagPoint.

Node* Ogre::Bone::createChildImpl ( void   )  [protected, virtual]

See Node.

Implements Ogre::Node.

Node* Ogre::Bone::createChildImpl ( const String name  )  [protected, virtual]

See Node.

Implements Ogre::Node.

virtual void Ogre::Node::setParent ( Node parent  )  [protected, virtual, inherited]

Only available internally - notification of parent.

Reimplemented in Ogre::SceneNode.

virtual void Ogre::Node::_updateFromParent ( void   )  const [protected, virtual, inherited]

Triggers the node to update it's combined transforms.

This method is called internally by Ogre to ask the node to update it's complete transformation based on it's parents derived transform.

virtual void Ogre::Node::updateFromParentImpl ( void   )  const [protected, virtual, inherited]

Class-specific implementation of _updateFromParent.

Remarks:
Splitting the implementation of the update away from the update call itself allows the detail to be overridden without disrupting the general sequence of updateFromParent (e.g. raising events)

Reimplemented in Ogre::SceneNode, and Ogre::TagPoint.

const String& Ogre::Node::getName ( void   )  const [inherited]

Returns the name of the node.

virtual Node* Ogre::Node::getParent ( void   )  const [virtual, inherited]

Gets this node's parent (NULL if this is the root).

virtual const Quaternion& Ogre::Node::getOrientation (  )  const [virtual, inherited]

Returns a quaternion representing the nodes orientation.

virtual void Ogre::Node::setOrientation ( const Quaternion q  )  [virtual, inherited]

Sets the orientation of this node via a quaternion.

Remarks:
Orientations, unlike other transforms, are not always inherited by child nodes. Whether or not orientations affect the orientation of the child nodes depends on the setInheritOrientation option of the child. In some cases you want a orientating of a parent node to apply to a child node (e.g. where the child node is a part of the same object, so you want it to be the same relative orientation based on the parent's orientation), but not in other cases (e.g. where the child node is just for positioning another object, you want it to maintain it's own orientation). The default is to inherit as with other transforms.
Note that rotations are oriented around the node's origin.

virtual void Ogre::Node::setOrientation ( Real  w,
Real  x,
Real  y,
Real  z 
) [virtual, inherited]

Sets the orientation of this node via quaternion parameters.

Remarks:
Orientations, unlike other transforms, are not always inherited by child nodes. Whether or not orientations affect the orientation of the child nodes depends on the setInheritOrientation option of the child. In some cases you want a orientating of a parent node to apply to a child node (e.g. where the child node is a part of the same object, so you want it to be the same relative orientation based on the parent's orientation), but not in other cases (e.g. where the child node is just for positioning another object, you want it to maintain it's own orientation). The default is to inherit as with other transforms.
Note that rotations are oriented around the node's origin.

virtual void Ogre::Node::resetOrientation ( void   )  [virtual, inherited]

Resets the nodes orientation (local axes as world axes, no rotation).

Remarks:
Orientations, unlike other transforms, are not always inherited by child nodes. Whether or not orientations affect the orientation of the child nodes depends on the setInheritOrientation option of the child. In some cases you want a orientating of a parent node to apply to a child node (e.g. where the child node is a part of the same object, so you want it to be the same relative orientation based on the parent's orientation), but not in other cases (e.g. where the child node is just for positioning another object, you want it to maintain it's own orientation). The default is to inherit as with other transforms.
Note that rotations are oriented around the node's origin.

virtual void Ogre::Node::setPosition ( const Vector3 pos  )  [virtual, inherited]

Sets the position of the node relative to it's parent.

virtual void Ogre::Node::setPosition ( Real  x,
Real  y,
Real  z 
) [virtual, inherited]

Sets the position of the node relative to it's parent.

virtual const Vector3& Ogre::Node::getPosition ( void   )  const [virtual, inherited]

Gets the position of the node relative to it's parent.

virtual void Ogre::Node::setScale ( const Vector3 scale  )  [virtual, inherited]

Sets the scaling factor applied to this node.

Remarks:
Scaling factors, unlike other transforms, are not always inherited by child nodes. Whether or not scalings affect the size of the child nodes depends on the setInheritScale option of the child. In some cases you want a scaling factor of a parent node to apply to a child node (e.g. where the child node is a part of the same object, so you want it to be the same relative size based on the parent's size), but not in other cases (e.g. where the child node is just for positioning another object, you want it to maintain it's own size). The default is to inherit as with other transforms.
Note that like rotations, scalings are oriented around the node's origin.

virtual void Ogre::Node::setScale ( Real  x,
Real  y,
Real  z 
) [virtual, inherited]

Sets the scaling factor applied to this node.

Remarks:
Scaling factors, unlike other transforms, are not always inherited by child nodes. Whether or not scalings affect the size of the child nodes depends on the setInheritScale option of the child. In some cases you want a scaling factor of a parent node to apply to a child node (e.g. where the child node is a part of the same object, so you want it to be the same relative size based on the parent's size), but not in other cases (e.g. where the child node is just for positioning another object, you want it to maintain it's own size). The default is to inherit as with other transforms.
Note that like rotations, scalings are oriented around the node's origin.

virtual const Vector3& Ogre::Node::getScale ( void   )  const [virtual, inherited]

Gets the scaling factor of this node.

virtual void Ogre::Node::setInheritOrientation ( bool  inherit  )  [virtual, inherited]

Tells the node whether it should inherit orientation from it's parent node.

Remarks:
Orientations, unlike other transforms, are not always inherited by child nodes. Whether or not orientations affect the orientation of the child nodes depends on the setInheritOrientation option of the child. In some cases you want a orientating of a parent node to apply to a child node (e.g. where the child node is a part of the same object, so you want it to be the same relative orientation based on the parent's orientation), but not in other cases (e.g. where the child node is just for positioning another object, you want it to maintain it's own orientation). The default is to inherit as with other transforms.
Parameters:
inherit If true, this node's orientation will be affected by its parent's orientation. If false, it will not be affected.

virtual bool Ogre::Node::getInheritOrientation ( void   )  const [virtual, inherited]

Returns true if this node is affected by orientation applied to the parent node.

Remarks:
Orientations, unlike other transforms, are not always inherited by child nodes. Whether or not orientations affect the orientation of the child nodes depends on the setInheritOrientation option of the child. In some cases you want a orientating of a parent node to apply to a child node (e.g. where the child node is a part of the same object, so you want it to be the same relative orientation based on the parent's orientation), but not in other cases (e.g. where the child node is just for positioning another object, you want it to maintain it's own orientation). The default is to inherit as with other transforms.

See setInheritOrientation for more info.

virtual void Ogre::Node::setInheritScale ( bool  inherit  )  [virtual, inherited]

Tells the node whether it should inherit scaling factors from it's parent node.

Remarks:
Scaling factors, unlike other transforms, are not always inherited by child nodes. Whether or not scalings affect the size of the child nodes depends on the setInheritScale option of the child. In some cases you want a scaling factor of a parent node to apply to a child node (e.g. where the child node is a part of the same object, so you want it to be the same relative size based on the parent's size), but not in other cases (e.g. where the child node is just for positioning another object, you want it to maintain it's own size). The default is to inherit as with other transforms.
Parameters:
inherit If true, this node's scale will be affected by its parent's scale. If false, it will not be affected.

virtual bool Ogre::Node::getInheritScale ( void   )  const [virtual, inherited]

Returns true if this node is affected by scaling factors applied to the parent node.

Remarks:
See setInheritScale for more info.

virtual void Ogre::Node::scale ( const Vector3 scale  )  [virtual, inherited]

Scales the node, combining it's current scale with the passed in scaling factor.

Remarks:
This method applies an extra scaling factor to the node's existing scale, (unlike setScale which overwrites it) combining it's current scale with the new one. E.g. calling this method twice with Vector3(2,2,2) would have the same effect as setScale(Vector3(4,4,4)) if the existing scale was 1.
Note that like rotations, scalings are oriented around the node's origin.

virtual void Ogre::Node::scale ( Real  x,
Real  y,
Real  z 
) [virtual, inherited]

Scales the node, combining it's current scale with the passed in scaling factor.

Remarks:
This method applies an extra scaling factor to the node's existing scale, (unlike setScale which overwrites it) combining it's current scale with the new one. E.g. calling this method twice with Vector3(2,2,2) would have the same effect as setScale(Vector3(4,4,4)) if the existing scale was 1.
Note that like rotations, scalings are oriented around the node's origin.