Scene |
The SceneNode type exposes the following members.
Name | Description | |
---|---|---|
Bounds | Bounds (bounding box) of this object in local coordinates (transformed by transformation on this SceneNode but not with parent's transformations). | |
ChildNodes | Gets a readonly collection of child SceneNodes | |
ChildNodesCount | Gets a number of child SceneNodes count | |
DirtyFlags | Gets the current dirty flags | |
IsActuallyVisible | Gets a Boolean that specifies if this SceneNode and its Children are actually visible taking parents visibility into account - this.IsVisible is true and also the parent is visible. | |
IsChildNodesListLocked | Gets a boolean that specifies if ChildNodes for this SceneNode can be changed. This property is set to true with calling LockChildNodes method. After locking the child nodes, they cannot be unlocked any more. Note that this property is different from IsLocked property - that one prevent any change to SceneNode and can be unlocked. | |
IsHitTestVisible | Gets or sets a Boolean that specifies if this SceneNode and all its child SceneNodes are visible to hit testing (when false, then the object cannot be hit and the testing ray passes through this SceneNode and through its child SceneNodes). | |
IsLocked | Gets or sets a boolean that specified is this SceneNode can be changed or not. If true than this SceneNode cannot be changed any more. This also prevents checking DirtyFlags and calling Update method (calling NotifySceneNodeChange has no effect). SceneNode can be made locked with calling Lock method. It can be un-locked with calling UnLock method. Note that we can also lock only child nodes with calling LockChildNodes method. | |
IsVisible | Gets or sets a Boolean that specified is this SceneNode and its child SceneNodes are visible. This property may be true, but if parent's SceneNode is not visible, then this SceneNode will not be actually visible (this can be get from IsActuallyVisible). When IsVisible is set to false, the DirectX resources created with this SceneNode are not disposed (are still available). But when rendering the RenderablePrimitive objects that are created from this SceneNode are skipped when the scene is rendered. This makes hiding and showing ob SceneNodes very fast because only the visibility of the RenderablePrimitive is changed. If you want to release DirectX resources when hiding the SceneNode, remove it from its parent SceneNode and call Dispose instead of setting IsVisible to false. | |
ParentDXScene | Gets the parent DXScene. | |
ParentNode | Gets or sets the parent SceneNode | |
Tag | Tag can contain any arbitrary data. | |
Transform | Gets or sets the Transformation. |